babylon.module.d.ts 5.5 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4105. static readonly GEQUAL: number;
  4106. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14418. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Represents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /** @hidden */
  15931. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15932. /** @hidden */
  15933. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15934. /** @hidden */
  15935. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15936. /** nearest is mag = nearest and min = nearest and mip = linear */
  15937. static readonly NEAREST_SAMPLINGMODE: number;
  15938. /** nearest is mag = nearest and min = nearest and mip = linear */
  15939. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15940. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15941. static readonly BILINEAR_SAMPLINGMODE: number;
  15942. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15943. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15944. /** Trilinear is mag = linear and min = linear and mip = linear */
  15945. static readonly TRILINEAR_SAMPLINGMODE: number;
  15946. /** Trilinear is mag = linear and min = linear and mip = linear */
  15947. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15948. /** mag = nearest and min = nearest and mip = nearest */
  15949. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15950. /** mag = nearest and min = linear and mip = nearest */
  15951. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15952. /** mag = nearest and min = linear and mip = linear */
  15953. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15954. /** mag = nearest and min = linear and mip = none */
  15955. static readonly NEAREST_LINEAR: number;
  15956. /** mag = nearest and min = nearest and mip = none */
  15957. static readonly NEAREST_NEAREST: number;
  15958. /** mag = linear and min = nearest and mip = nearest */
  15959. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15960. /** mag = linear and min = nearest and mip = linear */
  15961. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15962. /** mag = linear and min = linear and mip = none */
  15963. static readonly LINEAR_LINEAR: number;
  15964. /** mag = linear and min = nearest and mip = none */
  15965. static readonly LINEAR_NEAREST: number;
  15966. /** Explicit coordinates mode */
  15967. static readonly EXPLICIT_MODE: number;
  15968. /** Spherical coordinates mode */
  15969. static readonly SPHERICAL_MODE: number;
  15970. /** Planar coordinates mode */
  15971. static readonly PLANAR_MODE: number;
  15972. /** Cubic coordinates mode */
  15973. static readonly CUBIC_MODE: number;
  15974. /** Projection coordinates mode */
  15975. static readonly PROJECTION_MODE: number;
  15976. /** Inverse Cubic coordinates mode */
  15977. static readonly SKYBOX_MODE: number;
  15978. /** Inverse Cubic coordinates mode */
  15979. static readonly INVCUBIC_MODE: number;
  15980. /** Equirectangular coordinates mode */
  15981. static readonly EQUIRECTANGULAR_MODE: number;
  15982. /** Equirectangular Fixed coordinates mode */
  15983. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15984. /** Equirectangular Fixed Mirrored coordinates mode */
  15985. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15986. /** Texture is not repeating outside of 0..1 UVs */
  15987. static readonly CLAMP_ADDRESSMODE: number;
  15988. /** Texture is repeating outside of 0..1 UVs */
  15989. static readonly WRAP_ADDRESSMODE: number;
  15990. /** Texture is repeating and mirrored */
  15991. static readonly MIRROR_ADDRESSMODE: number;
  15992. /**
  15993. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15994. */
  15995. static UseSerializedUrlIfAny: boolean;
  15996. /**
  15997. * Define the url of the texture.
  15998. */
  15999. url: Nullable<string>;
  16000. /**
  16001. * Define an offset on the texture to offset the u coordinates of the UVs
  16002. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16003. */
  16004. uOffset: number;
  16005. /**
  16006. * Define an offset on the texture to offset the v coordinates of the UVs
  16007. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16008. */
  16009. vOffset: number;
  16010. /**
  16011. * Define an offset on the texture to scale the u coordinates of the UVs
  16012. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16013. */
  16014. uScale: number;
  16015. /**
  16016. * Define an offset on the texture to scale the v coordinates of the UVs
  16017. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16018. */
  16019. vScale: number;
  16020. /**
  16021. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16022. * @see http://doc.babylonjs.com/how_to/more_materials
  16023. */
  16024. uAng: number;
  16025. /**
  16026. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16027. * @see http://doc.babylonjs.com/how_to/more_materials
  16028. */
  16029. vAng: number;
  16030. /**
  16031. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16032. * @see http://doc.babylonjs.com/how_to/more_materials
  16033. */
  16034. wAng: number;
  16035. /**
  16036. * Defines the center of rotation (U)
  16037. */
  16038. uRotationCenter: number;
  16039. /**
  16040. * Defines the center of rotation (V)
  16041. */
  16042. vRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (W)
  16045. */
  16046. wRotationCenter: number;
  16047. /**
  16048. * Are mip maps generated for this texture or not.
  16049. */
  16050. readonly noMipmap: boolean;
  16051. /**
  16052. * List of inspectable custom properties (used by the Inspector)
  16053. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16054. */
  16055. inspectableCustomProperties: Nullable<IInspectable[]>;
  16056. private _noMipmap;
  16057. /** @hidden */
  16058. _invertY: boolean;
  16059. private _rowGenerationMatrix;
  16060. private _cachedTextureMatrix;
  16061. private _projectionModeMatrix;
  16062. private _t0;
  16063. private _t1;
  16064. private _t2;
  16065. private _cachedUOffset;
  16066. private _cachedVOffset;
  16067. private _cachedUScale;
  16068. private _cachedVScale;
  16069. private _cachedUAng;
  16070. private _cachedVAng;
  16071. private _cachedWAng;
  16072. private _cachedProjectionMatrixId;
  16073. private _cachedCoordinatesMode;
  16074. /** @hidden */
  16075. protected _initialSamplingMode: number;
  16076. /** @hidden */
  16077. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16078. private _deleteBuffer;
  16079. protected _format: Nullable<number>;
  16080. private _delayedOnLoad;
  16081. private _delayedOnError;
  16082. /**
  16083. * Observable triggered once the texture has been loaded.
  16084. */
  16085. onLoadObservable: Observable<Texture>;
  16086. protected _isBlocking: boolean;
  16087. /**
  16088. * Is the texture preventing material to render while loading.
  16089. * If false, a default texture will be used instead of the loading one during the preparation step.
  16090. */
  16091. isBlocking: boolean;
  16092. /**
  16093. * Get the current sampling mode associated with the texture.
  16094. */
  16095. readonly samplingMode: number;
  16096. /**
  16097. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16098. */
  16099. readonly invertY: boolean;
  16100. /**
  16101. * Instantiates a new texture.
  16102. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16103. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16104. * @param url define the url of the picture to load as a texture
  16105. * @param scene define the scene or engine the texture will belong to
  16106. * @param noMipmap define if the texture will require mip maps or not
  16107. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16108. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16109. * @param onLoad define a callback triggered when the texture has been loaded
  16110. * @param onError define a callback triggered when an error occurred during the loading session
  16111. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16112. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16113. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16114. */
  16115. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16116. /**
  16117. * Update the url (and optional buffer) of this texture if url was null during construction.
  16118. * @param url the url of the texture
  16119. * @param buffer the buffer of the texture (defaults to null)
  16120. * @param onLoad callback called when the texture is loaded (defaults to null)
  16121. */
  16122. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16123. /**
  16124. * Finish the loading sequence of a texture flagged as delayed load.
  16125. * @hidden
  16126. */
  16127. delayLoad(): void;
  16128. private _prepareRowForTextureGeneration;
  16129. /**
  16130. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16131. * @returns the transform matrix of the texture.
  16132. */
  16133. getTextureMatrix(): Matrix;
  16134. /**
  16135. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16136. * @returns The reflection texture transform
  16137. */
  16138. getReflectionTextureMatrix(): Matrix;
  16139. /**
  16140. * Clones the texture.
  16141. * @returns the cloned texture
  16142. */
  16143. clone(): Texture;
  16144. /**
  16145. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16146. * @returns The JSON representation of the texture
  16147. */
  16148. serialize(): any;
  16149. /**
  16150. * Get the current class name of the texture useful for serialization or dynamic coding.
  16151. * @returns "Texture"
  16152. */
  16153. getClassName(): string;
  16154. /**
  16155. * Dispose the texture and release its associated resources.
  16156. */
  16157. dispose(): void;
  16158. /**
  16159. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16160. * @param parsedTexture Define the JSON representation of the texture
  16161. * @param scene Define the scene the parsed texture should be instantiated in
  16162. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16163. * @returns The parsed texture if successful
  16164. */
  16165. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16166. /**
  16167. * Creates a texture from its base 64 representation.
  16168. * @param data Define the base64 payload without the data: prefix
  16169. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16170. * @param scene Define the scene the texture should belong to
  16171. * @param noMipmap Forces the texture to not create mip map information if true
  16172. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16173. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16174. * @param onLoad define a callback triggered when the texture has been loaded
  16175. * @param onError define a callback triggered when an error occurred during the loading session
  16176. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16177. * @returns the created texture
  16178. */
  16179. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16180. /**
  16181. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16182. * @param data Define the base64 payload without the data: prefix
  16183. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16184. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16185. * @param scene Define the scene the texture should belong to
  16186. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16187. * @param noMipmap Forces the texture to not create mip map information if true
  16188. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16189. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16190. * @param onLoad define a callback triggered when the texture has been loaded
  16191. * @param onError define a callback triggered when an error occurred during the loading session
  16192. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16193. * @returns the created texture
  16194. */
  16195. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16196. }
  16197. }
  16198. declare module "babylonjs/PostProcesses/postProcessManager" {
  16199. import { Nullable } from "babylonjs/types";
  16200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16202. import { Scene } from "babylonjs/scene";
  16203. /**
  16204. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16205. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16206. */
  16207. export class PostProcessManager {
  16208. private _scene;
  16209. private _indexBuffer;
  16210. private _vertexBuffers;
  16211. /**
  16212. * Creates a new instance PostProcess
  16213. * @param scene The scene that the post process is associated with.
  16214. */
  16215. constructor(scene: Scene);
  16216. private _prepareBuffers;
  16217. private _buildIndexBuffer;
  16218. /**
  16219. * Rebuilds the vertex buffers of the manager.
  16220. * @hidden
  16221. */
  16222. _rebuild(): void;
  16223. /**
  16224. * Prepares a frame to be run through a post process.
  16225. * @param sourceTexture The input texture to the post procesess. (default: null)
  16226. * @param postProcesses An array of post processes to be run. (default: null)
  16227. * @returns True if the post processes were able to be run.
  16228. * @hidden
  16229. */
  16230. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16231. /**
  16232. * Manually render a set of post processes to a texture.
  16233. * @param postProcesses An array of post processes to be run.
  16234. * @param targetTexture The target texture to render to.
  16235. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16236. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16237. * @param lodLevel defines which lod of the texture to render to
  16238. */
  16239. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16240. /**
  16241. * Finalize the result of the output of the postprocesses.
  16242. * @param doNotPresent If true the result will not be displayed to the screen.
  16243. * @param targetTexture The target texture to render to.
  16244. * @param faceIndex The index of the face to bind the target texture to.
  16245. * @param postProcesses The array of post processes to render.
  16246. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16247. * @hidden
  16248. */
  16249. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16250. /**
  16251. * Disposes of the post process manager.
  16252. */
  16253. dispose(): void;
  16254. }
  16255. }
  16256. declare module "babylonjs/Misc/gradients" {
  16257. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16258. /** Interface used by value gradients (color, factor, ...) */
  16259. export interface IValueGradient {
  16260. /**
  16261. * Gets or sets the gradient value (between 0 and 1)
  16262. */
  16263. gradient: number;
  16264. }
  16265. /** Class used to store color4 gradient */
  16266. export class ColorGradient implements IValueGradient {
  16267. /**
  16268. * Gets or sets the gradient value (between 0 and 1)
  16269. */
  16270. gradient: number;
  16271. /**
  16272. * Gets or sets first associated color
  16273. */
  16274. color1: Color4;
  16275. /**
  16276. * Gets or sets second associated color
  16277. */
  16278. color2?: Color4;
  16279. /**
  16280. * Will get a color picked randomly between color1 and color2.
  16281. * If color2 is undefined then color1 will be used
  16282. * @param result defines the target Color4 to store the result in
  16283. */
  16284. getColorToRef(result: Color4): void;
  16285. }
  16286. /** Class used to store color 3 gradient */
  16287. export class Color3Gradient implements IValueGradient {
  16288. /**
  16289. * Gets or sets the gradient value (between 0 and 1)
  16290. */
  16291. gradient: number;
  16292. /**
  16293. * Gets or sets the associated color
  16294. */
  16295. color: Color3;
  16296. }
  16297. /** Class used to store factor gradient */
  16298. export class FactorGradient implements IValueGradient {
  16299. /**
  16300. * Gets or sets the gradient value (between 0 and 1)
  16301. */
  16302. gradient: number;
  16303. /**
  16304. * Gets or sets first associated factor
  16305. */
  16306. factor1: number;
  16307. /**
  16308. * Gets or sets second associated factor
  16309. */
  16310. factor2?: number;
  16311. /**
  16312. * Will get a number picked randomly between factor1 and factor2.
  16313. * If factor2 is undefined then factor1 will be used
  16314. * @returns the picked number
  16315. */
  16316. getFactor(): number;
  16317. }
  16318. /**
  16319. * Helper used to simplify some generic gradient tasks
  16320. */
  16321. export class GradientHelper {
  16322. /**
  16323. * Gets the current gradient from an array of IValueGradient
  16324. * @param ratio defines the current ratio to get
  16325. * @param gradients defines the array of IValueGradient
  16326. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16327. */
  16328. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16329. }
  16330. }
  16331. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16332. import { Scene } from "babylonjs/scene";
  16333. import { ISceneComponent } from "babylonjs/sceneComponent";
  16334. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16335. module "babylonjs/abstractScene" {
  16336. interface AbstractScene {
  16337. /**
  16338. * The list of procedural textures added to the scene
  16339. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16340. */
  16341. proceduralTextures: Array<ProceduralTexture>;
  16342. }
  16343. }
  16344. /**
  16345. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16346. * in a given scene.
  16347. */
  16348. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16349. /**
  16350. * The component name helpfull to identify the component in the list of scene components.
  16351. */
  16352. readonly name: string;
  16353. /**
  16354. * The scene the component belongs to.
  16355. */
  16356. scene: Scene;
  16357. /**
  16358. * Creates a new instance of the component for the given scene
  16359. * @param scene Defines the scene to register the component in
  16360. */
  16361. constructor(scene: Scene);
  16362. /**
  16363. * Registers the component in a given scene
  16364. */
  16365. register(): void;
  16366. /**
  16367. * Rebuilds the elements related to this component in case of
  16368. * context lost for instance.
  16369. */
  16370. rebuild(): void;
  16371. /**
  16372. * Disposes the component and the associated ressources.
  16373. */
  16374. dispose(): void;
  16375. private _beforeClear;
  16376. }
  16377. }
  16378. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16380. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16381. module "babylonjs/Engines/engine" {
  16382. interface Engine {
  16383. /**
  16384. * Creates a new render target cube texture
  16385. * @param size defines the size of the texture
  16386. * @param options defines the options used to create the texture
  16387. * @returns a new render target cube texture stored in an InternalTexture
  16388. */
  16389. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16390. }
  16391. }
  16392. }
  16393. declare module "babylonjs/Shaders/procedural.vertex" {
  16394. /** @hidden */
  16395. export var proceduralVertexShader: {
  16396. name: string;
  16397. shader: string;
  16398. };
  16399. }
  16400. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16401. import { Observable } from "babylonjs/Misc/observable";
  16402. import { Nullable } from "babylonjs/types";
  16403. import { Scene } from "babylonjs/scene";
  16404. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16406. import { Effect } from "babylonjs/Materials/effect";
  16407. import { Texture } from "babylonjs/Materials/Textures/texture";
  16408. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16409. import "babylonjs/Shaders/procedural.vertex";
  16410. /**
  16411. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16412. * This is the base class of any Procedural texture and contains most of the shareable code.
  16413. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16414. */
  16415. export class ProceduralTexture extends Texture {
  16416. isCube: boolean;
  16417. /**
  16418. * Define if the texture is enabled or not (disabled texture will not render)
  16419. */
  16420. isEnabled: boolean;
  16421. /**
  16422. * Define if the texture must be cleared before rendering (default is true)
  16423. */
  16424. autoClear: boolean;
  16425. /**
  16426. * Callback called when the texture is generated
  16427. */
  16428. onGenerated: () => void;
  16429. /**
  16430. * Event raised when the texture is generated
  16431. */
  16432. onGeneratedObservable: Observable<ProceduralTexture>;
  16433. /** @hidden */
  16434. _generateMipMaps: boolean;
  16435. /** @hidden **/
  16436. _effect: Effect;
  16437. /** @hidden */
  16438. _textures: {
  16439. [key: string]: Texture;
  16440. };
  16441. private _size;
  16442. private _currentRefreshId;
  16443. private _refreshRate;
  16444. private _vertexBuffers;
  16445. private _indexBuffer;
  16446. private _uniforms;
  16447. private _samplers;
  16448. private _fragment;
  16449. private _floats;
  16450. private _ints;
  16451. private _floatsArrays;
  16452. private _colors3;
  16453. private _colors4;
  16454. private _vectors2;
  16455. private _vectors3;
  16456. private _matrices;
  16457. private _fallbackTexture;
  16458. private _fallbackTextureUsed;
  16459. private _engine;
  16460. private _cachedDefines;
  16461. private _contentUpdateId;
  16462. private _contentData;
  16463. /**
  16464. * Instantiates a new procedural texture.
  16465. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16466. * This is the base class of any Procedural texture and contains most of the shareable code.
  16467. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16468. * @param name Define the name of the texture
  16469. * @param size Define the size of the texture to create
  16470. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16471. * @param scene Define the scene the texture belongs to
  16472. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16473. * @param generateMipMaps Define if the texture should creates mip maps or not
  16474. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16475. */
  16476. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16477. /**
  16478. * The effect that is created when initializing the post process.
  16479. * @returns The created effect corresponding the the postprocess.
  16480. */
  16481. getEffect(): Effect;
  16482. /**
  16483. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16484. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16485. */
  16486. getContent(): Nullable<ArrayBufferView>;
  16487. private _createIndexBuffer;
  16488. /** @hidden */
  16489. _rebuild(): void;
  16490. /**
  16491. * Resets the texture in order to recreate its associated resources.
  16492. * This can be called in case of context loss
  16493. */
  16494. reset(): void;
  16495. protected _getDefines(): string;
  16496. /**
  16497. * Is the texture ready to be used ? (rendered at least once)
  16498. * @returns true if ready, otherwise, false.
  16499. */
  16500. isReady(): boolean;
  16501. /**
  16502. * Resets the refresh counter of the texture and start bak from scratch.
  16503. * Could be useful to regenerate the texture if it is setup to render only once.
  16504. */
  16505. resetRefreshCounter(): void;
  16506. /**
  16507. * Set the fragment shader to use in order to render the texture.
  16508. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16509. */
  16510. setFragment(fragment: any): void;
  16511. /**
  16512. * Define the refresh rate of the texture or the rendering frequency.
  16513. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16514. */
  16515. refreshRate: number;
  16516. /** @hidden */
  16517. _shouldRender(): boolean;
  16518. /**
  16519. * Get the size the texture is rendering at.
  16520. * @returns the size (texture is always squared)
  16521. */
  16522. getRenderSize(): number;
  16523. /**
  16524. * Resize the texture to new value.
  16525. * @param size Define the new size the texture should have
  16526. * @param generateMipMaps Define whether the new texture should create mip maps
  16527. */
  16528. resize(size: number, generateMipMaps: boolean): void;
  16529. private _checkUniform;
  16530. /**
  16531. * Set a texture in the shader program used to render.
  16532. * @param name Define the name of the uniform samplers as defined in the shader
  16533. * @param texture Define the texture to bind to this sampler
  16534. * @return the texture itself allowing "fluent" like uniform updates
  16535. */
  16536. setTexture(name: string, texture: Texture): ProceduralTexture;
  16537. /**
  16538. * Set a float in the shader.
  16539. * @param name Define the name of the uniform as defined in the shader
  16540. * @param value Define the value to give to the uniform
  16541. * @return the texture itself allowing "fluent" like uniform updates
  16542. */
  16543. setFloat(name: string, value: number): ProceduralTexture;
  16544. /**
  16545. * Set a int in the shader.
  16546. * @param name Define the name of the uniform as defined in the shader
  16547. * @param value Define the value to give to the uniform
  16548. * @return the texture itself allowing "fluent" like uniform updates
  16549. */
  16550. setInt(name: string, value: number): ProceduralTexture;
  16551. /**
  16552. * Set an array of floats in the shader.
  16553. * @param name Define the name of the uniform as defined in the shader
  16554. * @param value Define the value to give to the uniform
  16555. * @return the texture itself allowing "fluent" like uniform updates
  16556. */
  16557. setFloats(name: string, value: number[]): ProceduralTexture;
  16558. /**
  16559. * Set a vec3 in the shader from a Color3.
  16560. * @param name Define the name of the uniform as defined in the shader
  16561. * @param value Define the value to give to the uniform
  16562. * @return the texture itself allowing "fluent" like uniform updates
  16563. */
  16564. setColor3(name: string, value: Color3): ProceduralTexture;
  16565. /**
  16566. * Set a vec4 in the shader from a Color4.
  16567. * @param name Define the name of the uniform as defined in the shader
  16568. * @param value Define the value to give to the uniform
  16569. * @return the texture itself allowing "fluent" like uniform updates
  16570. */
  16571. setColor4(name: string, value: Color4): ProceduralTexture;
  16572. /**
  16573. * Set a vec2 in the shader from a Vector2.
  16574. * @param name Define the name of the uniform as defined in the shader
  16575. * @param value Define the value to give to the uniform
  16576. * @return the texture itself allowing "fluent" like uniform updates
  16577. */
  16578. setVector2(name: string, value: Vector2): ProceduralTexture;
  16579. /**
  16580. * Set a vec3 in the shader from a Vector3.
  16581. * @param name Define the name of the uniform as defined in the shader
  16582. * @param value Define the value to give to the uniform
  16583. * @return the texture itself allowing "fluent" like uniform updates
  16584. */
  16585. setVector3(name: string, value: Vector3): ProceduralTexture;
  16586. /**
  16587. * Set a mat4 in the shader from a MAtrix.
  16588. * @param name Define the name of the uniform as defined in the shader
  16589. * @param value Define the value to give to the uniform
  16590. * @return the texture itself allowing "fluent" like uniform updates
  16591. */
  16592. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16593. /**
  16594. * Render the texture to its associated render target.
  16595. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16596. */
  16597. render(useCameraPostProcess?: boolean): void;
  16598. /**
  16599. * Clone the texture.
  16600. * @returns the cloned texture
  16601. */
  16602. clone(): ProceduralTexture;
  16603. /**
  16604. * Dispose the texture and release its asoociated resources.
  16605. */
  16606. dispose(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Particles/baseParticleSystem" {
  16610. import { Nullable } from "babylonjs/types";
  16611. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16613. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16614. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16615. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16616. import { Scene } from "babylonjs/scene";
  16617. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16618. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16619. import { Texture } from "babylonjs/Materials/Textures/texture";
  16620. import { Color4 } from "babylonjs/Maths/math.color";
  16621. import { Animation } from "babylonjs/Animations/animation";
  16622. /**
  16623. * This represents the base class for particle system in Babylon.
  16624. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16625. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16626. * @example https://doc.babylonjs.com/babylon101/particles
  16627. */
  16628. export class BaseParticleSystem {
  16629. /**
  16630. * Source color is added to the destination color without alpha affecting the result
  16631. */
  16632. static BLENDMODE_ONEONE: number;
  16633. /**
  16634. * Blend current color and particle color using particle’s alpha
  16635. */
  16636. static BLENDMODE_STANDARD: number;
  16637. /**
  16638. * Add current color and particle color multiplied by particle’s alpha
  16639. */
  16640. static BLENDMODE_ADD: number;
  16641. /**
  16642. * Multiply current color with particle color
  16643. */
  16644. static BLENDMODE_MULTIPLY: number;
  16645. /**
  16646. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16647. */
  16648. static BLENDMODE_MULTIPLYADD: number;
  16649. /**
  16650. * List of animations used by the particle system.
  16651. */
  16652. animations: Animation[];
  16653. /**
  16654. * The id of the Particle system.
  16655. */
  16656. id: string;
  16657. /**
  16658. * The friendly name of the Particle system.
  16659. */
  16660. name: string;
  16661. /**
  16662. * The rendering group used by the Particle system to chose when to render.
  16663. */
  16664. renderingGroupId: number;
  16665. /**
  16666. * The emitter represents the Mesh or position we are attaching the particle system to.
  16667. */
  16668. emitter: Nullable<AbstractMesh | Vector3>;
  16669. /**
  16670. * The maximum number of particles to emit per frame
  16671. */
  16672. emitRate: number;
  16673. /**
  16674. * If you want to launch only a few particles at once, that can be done, as well.
  16675. */
  16676. manualEmitCount: number;
  16677. /**
  16678. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16679. */
  16680. updateSpeed: number;
  16681. /**
  16682. * The amount of time the particle system is running (depends of the overall update speed).
  16683. */
  16684. targetStopDuration: number;
  16685. /**
  16686. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16687. */
  16688. disposeOnStop: boolean;
  16689. /**
  16690. * Minimum power of emitting particles.
  16691. */
  16692. minEmitPower: number;
  16693. /**
  16694. * Maximum power of emitting particles.
  16695. */
  16696. maxEmitPower: number;
  16697. /**
  16698. * Minimum life time of emitting particles.
  16699. */
  16700. minLifeTime: number;
  16701. /**
  16702. * Maximum life time of emitting particles.
  16703. */
  16704. maxLifeTime: number;
  16705. /**
  16706. * Minimum Size of emitting particles.
  16707. */
  16708. minSize: number;
  16709. /**
  16710. * Maximum Size of emitting particles.
  16711. */
  16712. maxSize: number;
  16713. /**
  16714. * Minimum scale of emitting particles on X axis.
  16715. */
  16716. minScaleX: number;
  16717. /**
  16718. * Maximum scale of emitting particles on X axis.
  16719. */
  16720. maxScaleX: number;
  16721. /**
  16722. * Minimum scale of emitting particles on Y axis.
  16723. */
  16724. minScaleY: number;
  16725. /**
  16726. * Maximum scale of emitting particles on Y axis.
  16727. */
  16728. maxScaleY: number;
  16729. /**
  16730. * Gets or sets the minimal initial rotation in radians.
  16731. */
  16732. minInitialRotation: number;
  16733. /**
  16734. * Gets or sets the maximal initial rotation in radians.
  16735. */
  16736. maxInitialRotation: number;
  16737. /**
  16738. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16739. */
  16740. minAngularSpeed: number;
  16741. /**
  16742. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. maxAngularSpeed: number;
  16745. /**
  16746. * The texture used to render each particle. (this can be a spritesheet)
  16747. */
  16748. particleTexture: Nullable<Texture>;
  16749. /**
  16750. * The layer mask we are rendering the particles through.
  16751. */
  16752. layerMask: number;
  16753. /**
  16754. * This can help using your own shader to render the particle system.
  16755. * The according effect will be created
  16756. */
  16757. customShader: any;
  16758. /**
  16759. * By default particle system starts as soon as they are created. This prevents the
  16760. * automatic start to happen and let you decide when to start emitting particles.
  16761. */
  16762. preventAutoStart: boolean;
  16763. private _noiseTexture;
  16764. /**
  16765. * Gets or sets a texture used to add random noise to particle positions
  16766. */
  16767. noiseTexture: Nullable<ProceduralTexture>;
  16768. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16769. noiseStrength: Vector3;
  16770. /**
  16771. * Callback triggered when the particle animation is ending.
  16772. */
  16773. onAnimationEnd: Nullable<() => void>;
  16774. /**
  16775. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16776. */
  16777. blendMode: number;
  16778. /**
  16779. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16780. * to override the particles.
  16781. */
  16782. forceDepthWrite: boolean;
  16783. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16784. preWarmCycles: number;
  16785. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16786. preWarmStepOffset: number;
  16787. /**
  16788. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16789. */
  16790. spriteCellChangeSpeed: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16793. */
  16794. startSpriteCellID: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16797. */
  16798. endSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16801. */
  16802. spriteCellWidth: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16805. */
  16806. spriteCellHeight: number;
  16807. /**
  16808. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16809. */
  16810. spriteRandomStartCell: boolean;
  16811. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16812. translationPivot: Vector2;
  16813. /** @hidden */
  16814. protected _isAnimationSheetEnabled: boolean;
  16815. /**
  16816. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16817. */
  16818. beginAnimationOnStart: boolean;
  16819. /**
  16820. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16821. */
  16822. beginAnimationFrom: number;
  16823. /**
  16824. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationTo: number;
  16827. /**
  16828. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationLoop: boolean;
  16831. /**
  16832. * Gets or sets a world offset applied to all particles
  16833. */
  16834. worldOffset: Vector3;
  16835. /**
  16836. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16837. */
  16838. isAnimationSheetEnabled: boolean;
  16839. /**
  16840. * Get hosting scene
  16841. * @returns the scene
  16842. */
  16843. getScene(): Scene;
  16844. /**
  16845. * You can use gravity if you want to give an orientation to your particles.
  16846. */
  16847. gravity: Vector3;
  16848. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16849. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16850. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16851. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16852. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16853. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16854. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16855. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16856. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16857. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16858. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16859. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16860. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16861. /**
  16862. * Defines the delay in milliseconds before starting the system (0 by default)
  16863. */
  16864. startDelay: number;
  16865. /**
  16866. * Gets the current list of drag gradients.
  16867. * You must use addDragGradient and removeDragGradient to udpate this list
  16868. * @returns the list of drag gradients
  16869. */
  16870. getDragGradients(): Nullable<Array<FactorGradient>>;
  16871. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16872. limitVelocityDamping: number;
  16873. /**
  16874. * Gets the current list of limit velocity gradients.
  16875. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16876. * @returns the list of limit velocity gradients
  16877. */
  16878. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of color gradients.
  16881. * You must use addColorGradient and removeColorGradient to udpate this list
  16882. * @returns the list of color gradients
  16883. */
  16884. getColorGradients(): Nullable<Array<ColorGradient>>;
  16885. /**
  16886. * Gets the current list of size gradients.
  16887. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16888. * @returns the list of size gradients
  16889. */
  16890. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of color remap gradients.
  16893. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16894. * @returns the list of color remap gradients
  16895. */
  16896. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of alpha remap gradients.
  16899. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16900. * @returns the list of alpha remap gradients
  16901. */
  16902. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of life time gradients.
  16905. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16906. * @returns the list of life time gradients
  16907. */
  16908. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of angular speed gradients.
  16911. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16912. * @returns the list of angular speed gradients
  16913. */
  16914. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Gets the current list of velocity gradients.
  16917. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16918. * @returns the list of velocity gradients
  16919. */
  16920. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16921. /**
  16922. * Gets the current list of start size gradients.
  16923. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16924. * @returns the list of start size gradients
  16925. */
  16926. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16927. /**
  16928. * Gets the current list of emit rate gradients.
  16929. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16930. * @returns the list of emit rate gradients
  16931. */
  16932. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16933. /**
  16934. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16935. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16936. */
  16937. direction1: Vector3;
  16938. /**
  16939. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16940. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16941. */
  16942. direction2: Vector3;
  16943. /**
  16944. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16945. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16946. */
  16947. minEmitBox: Vector3;
  16948. /**
  16949. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16950. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16951. */
  16952. maxEmitBox: Vector3;
  16953. /**
  16954. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16955. */
  16956. color1: Color4;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color2: Color4;
  16961. /**
  16962. * Color the particle will have at the end of its lifetime
  16963. */
  16964. colorDead: Color4;
  16965. /**
  16966. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16967. */
  16968. textureMask: Color4;
  16969. /**
  16970. * The particle emitter type defines the emitter used by the particle system.
  16971. * It can be for example box, sphere, or cone...
  16972. */
  16973. particleEmitterType: IParticleEmitterType;
  16974. /** @hidden */
  16975. _isSubEmitter: boolean;
  16976. /**
  16977. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16978. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16979. */
  16980. billboardMode: number;
  16981. protected _isBillboardBased: boolean;
  16982. /**
  16983. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16984. */
  16985. isBillboardBased: boolean;
  16986. /**
  16987. * The scene the particle system belongs to.
  16988. */
  16989. protected _scene: Scene;
  16990. /**
  16991. * Local cache of defines for image processing.
  16992. */
  16993. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16994. /**
  16995. * Default configuration related to image processing available in the standard Material.
  16996. */
  16997. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16998. /**
  16999. * Gets the image processing configuration used either in this material.
  17000. */
  17001. /**
  17002. * Sets the Default image processing configuration used either in the this material.
  17003. *
  17004. * If sets to null, the scene one is in use.
  17005. */
  17006. imageProcessingConfiguration: ImageProcessingConfiguration;
  17007. /**
  17008. * Attaches a new image processing configuration to the Standard Material.
  17009. * @param configuration
  17010. */
  17011. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17012. /** @hidden */
  17013. protected _reset(): void;
  17014. /** @hidden */
  17015. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17016. /**
  17017. * Instantiates a particle system.
  17018. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17019. * @param name The name of the particle system
  17020. */
  17021. constructor(name: string);
  17022. /**
  17023. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17024. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17025. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17026. * @returns the emitter
  17027. */
  17028. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17029. /**
  17030. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17031. * @param radius The radius of the hemisphere to emit from
  17032. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17033. * @returns the emitter
  17034. */
  17035. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17036. /**
  17037. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17038. * @param radius The radius of the sphere to emit from
  17039. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17040. * @returns the emitter
  17041. */
  17042. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17043. /**
  17044. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17045. * @param radius The radius of the sphere to emit from
  17046. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17047. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17048. * @returns the emitter
  17049. */
  17050. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17051. /**
  17052. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17053. * @param radius The radius of the emission cylinder
  17054. * @param height The height of the emission cylinder
  17055. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17056. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17057. * @returns the emitter
  17058. */
  17059. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17060. /**
  17061. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17062. * @param radius The radius of the cylinder to emit from
  17063. * @param height The height of the emission cylinder
  17064. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17065. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17066. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17067. * @returns the emitter
  17068. */
  17069. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17070. /**
  17071. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17072. * @param radius The radius of the cone to emit from
  17073. * @param angle The base angle of the cone
  17074. * @returns the emitter
  17075. */
  17076. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17077. /**
  17078. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17081. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17082. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17083. * @returns the emitter
  17084. */
  17085. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17086. }
  17087. }
  17088. declare module "babylonjs/Particles/subEmitter" {
  17089. import { Scene } from "babylonjs/scene";
  17090. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17091. /**
  17092. * Type of sub emitter
  17093. */
  17094. export enum SubEmitterType {
  17095. /**
  17096. * Attached to the particle over it's lifetime
  17097. */
  17098. ATTACHED = 0,
  17099. /**
  17100. * Created when the particle dies
  17101. */
  17102. END = 1
  17103. }
  17104. /**
  17105. * Sub emitter class used to emit particles from an existing particle
  17106. */
  17107. export class SubEmitter {
  17108. /**
  17109. * the particle system to be used by the sub emitter
  17110. */
  17111. particleSystem: ParticleSystem;
  17112. /**
  17113. * Type of the submitter (Default: END)
  17114. */
  17115. type: SubEmitterType;
  17116. /**
  17117. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17118. * Note: This only is supported when using an emitter of type Mesh
  17119. */
  17120. inheritDirection: boolean;
  17121. /**
  17122. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17123. */
  17124. inheritedVelocityAmount: number;
  17125. /**
  17126. * Creates a sub emitter
  17127. * @param particleSystem the particle system to be used by the sub emitter
  17128. */
  17129. constructor(
  17130. /**
  17131. * the particle system to be used by the sub emitter
  17132. */
  17133. particleSystem: ParticleSystem);
  17134. /**
  17135. * Clones the sub emitter
  17136. * @returns the cloned sub emitter
  17137. */
  17138. clone(): SubEmitter;
  17139. /**
  17140. * Serialize current object to a JSON object
  17141. * @returns the serialized object
  17142. */
  17143. serialize(): any;
  17144. /** @hidden */
  17145. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17146. /**
  17147. * Creates a new SubEmitter from a serialized JSON version
  17148. * @param serializationObject defines the JSON object to read from
  17149. * @param scene defines the hosting scene
  17150. * @param rootUrl defines the rootUrl for data loading
  17151. * @returns a new SubEmitter
  17152. */
  17153. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17154. /** Release associated resources */
  17155. dispose(): void;
  17156. }
  17157. }
  17158. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17159. /** @hidden */
  17160. export var clipPlaneFragmentDeclaration: {
  17161. name: string;
  17162. shader: string;
  17163. };
  17164. }
  17165. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17166. /** @hidden */
  17167. export var imageProcessingDeclaration: {
  17168. name: string;
  17169. shader: string;
  17170. };
  17171. }
  17172. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17173. /** @hidden */
  17174. export var imageProcessingFunctions: {
  17175. name: string;
  17176. shader: string;
  17177. };
  17178. }
  17179. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17180. /** @hidden */
  17181. export var clipPlaneFragment: {
  17182. name: string;
  17183. shader: string;
  17184. };
  17185. }
  17186. declare module "babylonjs/Shaders/particles.fragment" {
  17187. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17188. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17189. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17192. /** @hidden */
  17193. export var particlesPixelShader: {
  17194. name: string;
  17195. shader: string;
  17196. };
  17197. }
  17198. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17199. /** @hidden */
  17200. export var clipPlaneVertexDeclaration: {
  17201. name: string;
  17202. shader: string;
  17203. };
  17204. }
  17205. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17206. /** @hidden */
  17207. export var clipPlaneVertex: {
  17208. name: string;
  17209. shader: string;
  17210. };
  17211. }
  17212. declare module "babylonjs/Shaders/particles.vertex" {
  17213. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17214. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17215. /** @hidden */
  17216. export var particlesVertexShader: {
  17217. name: string;
  17218. shader: string;
  17219. };
  17220. }
  17221. declare module "babylonjs/Particles/particleSystem" {
  17222. import { Nullable } from "babylonjs/types";
  17223. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17224. import { Observable } from "babylonjs/Misc/observable";
  17225. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17226. import { Effect } from "babylonjs/Materials/effect";
  17227. import { Scene, IDisposable } from "babylonjs/scene";
  17228. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17229. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17230. import { Particle } from "babylonjs/Particles/particle";
  17231. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17233. import "babylonjs/Shaders/particles.fragment";
  17234. import "babylonjs/Shaders/particles.vertex";
  17235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17236. /**
  17237. * This represents a particle system in Babylon.
  17238. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17239. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17240. * @example https://doc.babylonjs.com/babylon101/particles
  17241. */
  17242. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17243. /**
  17244. * Billboard mode will only apply to Y axis
  17245. */
  17246. static readonly BILLBOARDMODE_Y: number;
  17247. /**
  17248. * Billboard mode will apply to all axes
  17249. */
  17250. static readonly BILLBOARDMODE_ALL: number;
  17251. /**
  17252. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17253. */
  17254. static readonly BILLBOARDMODE_STRETCHED: number;
  17255. /**
  17256. * This function can be defined to provide custom update for active particles.
  17257. * This function will be called instead of regular update (age, position, color, etc.).
  17258. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17259. */
  17260. updateFunction: (particles: Particle[]) => void;
  17261. private _emitterWorldMatrix;
  17262. /**
  17263. * This function can be defined to specify initial direction for every new particle.
  17264. * It by default use the emitterType defined function
  17265. */
  17266. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17267. /**
  17268. * This function can be defined to specify initial position for every new particle.
  17269. * It by default use the emitterType defined function
  17270. */
  17271. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17272. /**
  17273. * @hidden
  17274. */
  17275. _inheritedVelocityOffset: Vector3;
  17276. /**
  17277. * An event triggered when the system is disposed
  17278. */
  17279. onDisposeObservable: Observable<ParticleSystem>;
  17280. private _onDisposeObserver;
  17281. /**
  17282. * Sets a callback that will be triggered when the system is disposed
  17283. */
  17284. onDispose: () => void;
  17285. private _particles;
  17286. private _epsilon;
  17287. private _capacity;
  17288. private _stockParticles;
  17289. private _newPartsExcess;
  17290. private _vertexData;
  17291. private _vertexBuffer;
  17292. private _vertexBuffers;
  17293. private _spriteBuffer;
  17294. private _indexBuffer;
  17295. private _effect;
  17296. private _customEffect;
  17297. private _cachedDefines;
  17298. private _scaledColorStep;
  17299. private _colorDiff;
  17300. private _scaledDirection;
  17301. private _scaledGravity;
  17302. private _currentRenderId;
  17303. private _alive;
  17304. private _useInstancing;
  17305. private _started;
  17306. private _stopped;
  17307. private _actualFrame;
  17308. private _scaledUpdateSpeed;
  17309. private _vertexBufferSize;
  17310. /** @hidden */
  17311. _currentEmitRateGradient: Nullable<FactorGradient>;
  17312. /** @hidden */
  17313. _currentEmitRate1: number;
  17314. /** @hidden */
  17315. _currentEmitRate2: number;
  17316. /** @hidden */
  17317. _currentStartSizeGradient: Nullable<FactorGradient>;
  17318. /** @hidden */
  17319. _currentStartSize1: number;
  17320. /** @hidden */
  17321. _currentStartSize2: number;
  17322. private readonly _rawTextureWidth;
  17323. private _rampGradientsTexture;
  17324. private _useRampGradients;
  17325. /** Gets or sets a boolean indicating that ramp gradients must be used
  17326. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17327. */
  17328. useRampGradients: boolean;
  17329. /**
  17330. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17331. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17332. */
  17333. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17334. private _subEmitters;
  17335. /**
  17336. * @hidden
  17337. * If the particle systems emitter should be disposed when the particle system is disposed
  17338. */
  17339. _disposeEmitterOnDispose: boolean;
  17340. /**
  17341. * The current active Sub-systems, this property is used by the root particle system only.
  17342. */
  17343. activeSubSystems: Array<ParticleSystem>;
  17344. private _rootParticleSystem;
  17345. /**
  17346. * Gets the current list of active particles
  17347. */
  17348. readonly particles: Particle[];
  17349. /**
  17350. * Returns the string "ParticleSystem"
  17351. * @returns a string containing the class name
  17352. */
  17353. getClassName(): string;
  17354. /**
  17355. * Instantiates a particle system.
  17356. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17357. * @param name The name of the particle system
  17358. * @param capacity The max number of particles alive at the same time
  17359. * @param scene The scene the particle system belongs to
  17360. * @param customEffect a custom effect used to change the way particles are rendered by default
  17361. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17362. * @param epsilon Offset used to render the particles
  17363. */
  17364. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17365. private _addFactorGradient;
  17366. private _removeFactorGradient;
  17367. /**
  17368. * Adds a new life time gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the life time factor to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific life time gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new size gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the size factor to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific size gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeSizeGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new color remap gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param min defines the color remap minimal range
  17399. * @param max defines the color remap maximal range
  17400. * @returns the current particle system
  17401. */
  17402. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific color remap gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeColorRemapGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new alpha remap gradient
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param min defines the alpha remap minimal range
  17413. * @param max defines the alpha remap maximal range
  17414. * @returns the current particle system
  17415. */
  17416. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific alpha remap gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new angular speed gradient
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the angular speed to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific angular speed gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17437. /**
  17438. * Adds a new velocity gradient
  17439. * @param gradient defines the gradient to use (between 0 and 1)
  17440. * @param factor defines the velocity to affect to the specified gradient
  17441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17442. * @returns the current particle system
  17443. */
  17444. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17445. /**
  17446. * Remove a specific velocity gradient
  17447. * @param gradient defines the gradient to remove
  17448. * @returns the current particle system
  17449. */
  17450. removeVelocityGradient(gradient: number): IParticleSystem;
  17451. /**
  17452. * Adds a new limit velocity gradient
  17453. * @param gradient defines the gradient to use (between 0 and 1)
  17454. * @param factor defines the limit velocity value to affect to the specified gradient
  17455. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17456. * @returns the current particle system
  17457. */
  17458. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17459. /**
  17460. * Remove a specific limit velocity gradient
  17461. * @param gradient defines the gradient to remove
  17462. * @returns the current particle system
  17463. */
  17464. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17465. /**
  17466. * Adds a new drag gradient
  17467. * @param gradient defines the gradient to use (between 0 and 1)
  17468. * @param factor defines the drag value to affect to the specified gradient
  17469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17470. * @returns the current particle system
  17471. */
  17472. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17473. /**
  17474. * Remove a specific drag gradient
  17475. * @param gradient defines the gradient to remove
  17476. * @returns the current particle system
  17477. */
  17478. removeDragGradient(gradient: number): IParticleSystem;
  17479. /**
  17480. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17481. * @param gradient defines the gradient to use (between 0 and 1)
  17482. * @param factor defines the emit rate value to affect to the specified gradient
  17483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17484. * @returns the current particle system
  17485. */
  17486. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17487. /**
  17488. * Remove a specific emit rate gradient
  17489. * @param gradient defines the gradient to remove
  17490. * @returns the current particle system
  17491. */
  17492. removeEmitRateGradient(gradient: number): IParticleSystem;
  17493. /**
  17494. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17495. * @param gradient defines the gradient to use (between 0 and 1)
  17496. * @param factor defines the start size value to affect to the specified gradient
  17497. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17498. * @returns the current particle system
  17499. */
  17500. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17501. /**
  17502. * Remove a specific start size gradient
  17503. * @param gradient defines the gradient to remove
  17504. * @returns the current particle system
  17505. */
  17506. removeStartSizeGradient(gradient: number): IParticleSystem;
  17507. private _createRampGradientTexture;
  17508. /**
  17509. * Gets the current list of ramp gradients.
  17510. * You must use addRampGradient and removeRampGradient to udpate this list
  17511. * @returns the list of ramp gradients
  17512. */
  17513. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17514. /**
  17515. * Adds a new ramp gradient used to remap particle colors
  17516. * @param gradient defines the gradient to use (between 0 and 1)
  17517. * @param color defines the color to affect to the specified gradient
  17518. * @returns the current particle system
  17519. */
  17520. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17521. /**
  17522. * Remove a specific ramp gradient
  17523. * @param gradient defines the gradient to remove
  17524. * @returns the current particle system
  17525. */
  17526. removeRampGradient(gradient: number): ParticleSystem;
  17527. /**
  17528. * Adds a new color gradient
  17529. * @param gradient defines the gradient to use (between 0 and 1)
  17530. * @param color1 defines the color to affect to the specified gradient
  17531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17532. * @returns this particle system
  17533. */
  17534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17535. /**
  17536. * Remove a specific color gradient
  17537. * @param gradient defines the gradient to remove
  17538. * @returns this particle system
  17539. */
  17540. removeColorGradient(gradient: number): IParticleSystem;
  17541. private _fetchR;
  17542. protected _reset(): void;
  17543. private _resetEffect;
  17544. private _createVertexBuffers;
  17545. private _createIndexBuffer;
  17546. /**
  17547. * Gets the maximum number of particles active at the same time.
  17548. * @returns The max number of active particles.
  17549. */
  17550. getCapacity(): number;
  17551. /**
  17552. * Gets whether there are still active particles in the system.
  17553. * @returns True if it is alive, otherwise false.
  17554. */
  17555. isAlive(): boolean;
  17556. /**
  17557. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17558. * @returns True if it has been started, otherwise false.
  17559. */
  17560. isStarted(): boolean;
  17561. private _prepareSubEmitterInternalArray;
  17562. /**
  17563. * Starts the particle system and begins to emit
  17564. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17565. */
  17566. start(delay?: number): void;
  17567. /**
  17568. * Stops the particle system.
  17569. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17570. */
  17571. stop(stopSubEmitters?: boolean): void;
  17572. /**
  17573. * Remove all active particles
  17574. */
  17575. reset(): void;
  17576. /**
  17577. * @hidden (for internal use only)
  17578. */
  17579. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17580. /**
  17581. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17582. * Its lifetime will start back at 0.
  17583. */
  17584. recycleParticle: (particle: Particle) => void;
  17585. private _stopSubEmitters;
  17586. private _createParticle;
  17587. private _removeFromRoot;
  17588. private _emitFromParticle;
  17589. private _update;
  17590. /** @hidden */
  17591. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17592. /** @hidden */
  17593. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17594. /** @hidden */
  17595. private _getEffect;
  17596. /**
  17597. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17598. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17599. */
  17600. animate(preWarmOnly?: boolean): void;
  17601. private _appendParticleVertices;
  17602. /**
  17603. * Rebuilds the particle system.
  17604. */
  17605. rebuild(): void;
  17606. /**
  17607. * Is this system ready to be used/rendered
  17608. * @return true if the system is ready
  17609. */
  17610. isReady(): boolean;
  17611. private _render;
  17612. /**
  17613. * Renders the particle system in its current state.
  17614. * @returns the current number of particles
  17615. */
  17616. render(): number;
  17617. /**
  17618. * Disposes the particle system and free the associated resources
  17619. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17620. */
  17621. dispose(disposeTexture?: boolean): void;
  17622. /**
  17623. * Clones the particle system.
  17624. * @param name The name of the cloned object
  17625. * @param newEmitter The new emitter to use
  17626. * @returns the cloned particle system
  17627. */
  17628. clone(name: string, newEmitter: any): ParticleSystem;
  17629. /**
  17630. * Serializes the particle system to a JSON object.
  17631. * @returns the JSON object
  17632. */
  17633. serialize(): any;
  17634. /** @hidden */
  17635. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17636. /** @hidden */
  17637. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17638. /**
  17639. * Parses a JSON object to create a particle system.
  17640. * @param parsedParticleSystem The JSON object to parse
  17641. * @param scene The scene to create the particle system in
  17642. * @param rootUrl The root url to use to load external dependencies like texture
  17643. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17644. * @returns the Parsed particle system
  17645. */
  17646. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17647. }
  17648. }
  17649. declare module "babylonjs/Particles/particle" {
  17650. import { Nullable } from "babylonjs/types";
  17651. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17652. import { Color4 } from "babylonjs/Maths/math.color";
  17653. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17656. /**
  17657. * A particle represents one of the element emitted by a particle system.
  17658. * This is mainly define by its coordinates, direction, velocity and age.
  17659. */
  17660. export class Particle {
  17661. /**
  17662. * The particle system the particle belongs to.
  17663. */
  17664. particleSystem: ParticleSystem;
  17665. private static _Count;
  17666. /**
  17667. * Unique ID of the particle
  17668. */
  17669. id: number;
  17670. /**
  17671. * The world position of the particle in the scene.
  17672. */
  17673. position: Vector3;
  17674. /**
  17675. * The world direction of the particle in the scene.
  17676. */
  17677. direction: Vector3;
  17678. /**
  17679. * The color of the particle.
  17680. */
  17681. color: Color4;
  17682. /**
  17683. * The color change of the particle per step.
  17684. */
  17685. colorStep: Color4;
  17686. /**
  17687. * Defines how long will the life of the particle be.
  17688. */
  17689. lifeTime: number;
  17690. /**
  17691. * The current age of the particle.
  17692. */
  17693. age: number;
  17694. /**
  17695. * The current size of the particle.
  17696. */
  17697. size: number;
  17698. /**
  17699. * The current scale of the particle.
  17700. */
  17701. scale: Vector2;
  17702. /**
  17703. * The current angle of the particle.
  17704. */
  17705. angle: number;
  17706. /**
  17707. * Defines how fast is the angle changing.
  17708. */
  17709. angularSpeed: number;
  17710. /**
  17711. * Defines the cell index used by the particle to be rendered from a sprite.
  17712. */
  17713. cellIndex: number;
  17714. /**
  17715. * The information required to support color remapping
  17716. */
  17717. remapData: Vector4;
  17718. /** @hidden */
  17719. _randomCellOffset?: number;
  17720. /** @hidden */
  17721. _initialDirection: Nullable<Vector3>;
  17722. /** @hidden */
  17723. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17724. /** @hidden */
  17725. _initialStartSpriteCellID: number;
  17726. /** @hidden */
  17727. _initialEndSpriteCellID: number;
  17728. /** @hidden */
  17729. _currentColorGradient: Nullable<ColorGradient>;
  17730. /** @hidden */
  17731. _currentColor1: Color4;
  17732. /** @hidden */
  17733. _currentColor2: Color4;
  17734. /** @hidden */
  17735. _currentSizeGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentSize1: number;
  17738. /** @hidden */
  17739. _currentSize2: number;
  17740. /** @hidden */
  17741. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentAngularSpeed1: number;
  17744. /** @hidden */
  17745. _currentAngularSpeed2: number;
  17746. /** @hidden */
  17747. _currentVelocityGradient: Nullable<FactorGradient>;
  17748. /** @hidden */
  17749. _currentVelocity1: number;
  17750. /** @hidden */
  17751. _currentVelocity2: number;
  17752. /** @hidden */
  17753. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17754. /** @hidden */
  17755. _currentLimitVelocity1: number;
  17756. /** @hidden */
  17757. _currentLimitVelocity2: number;
  17758. /** @hidden */
  17759. _currentDragGradient: Nullable<FactorGradient>;
  17760. /** @hidden */
  17761. _currentDrag1: number;
  17762. /** @hidden */
  17763. _currentDrag2: number;
  17764. /** @hidden */
  17765. _randomNoiseCoordinates1: Vector3;
  17766. /** @hidden */
  17767. _randomNoiseCoordinates2: Vector3;
  17768. /**
  17769. * Creates a new instance Particle
  17770. * @param particleSystem the particle system the particle belongs to
  17771. */
  17772. constructor(
  17773. /**
  17774. * The particle system the particle belongs to.
  17775. */
  17776. particleSystem: ParticleSystem);
  17777. private updateCellInfoFromSystem;
  17778. /**
  17779. * Defines how the sprite cell index is updated for the particle
  17780. */
  17781. updateCellIndex(): void;
  17782. /** @hidden */
  17783. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17784. /** @hidden */
  17785. _inheritParticleInfoToSubEmitters(): void;
  17786. /** @hidden */
  17787. _reset(): void;
  17788. /**
  17789. * Copy the properties of particle to another one.
  17790. * @param other the particle to copy the information to.
  17791. */
  17792. copyTo(other: Particle): void;
  17793. }
  17794. }
  17795. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17796. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17797. import { Effect } from "babylonjs/Materials/effect";
  17798. import { Particle } from "babylonjs/Particles/particle";
  17799. /**
  17800. * Particle emitter represents a volume emitting particles.
  17801. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17802. */
  17803. export interface IParticleEmitterType {
  17804. /**
  17805. * Called by the particle System when the direction is computed for the created particle.
  17806. * @param worldMatrix is the world matrix of the particle system
  17807. * @param directionToUpdate is the direction vector to update with the result
  17808. * @param particle is the particle we are computed the direction for
  17809. */
  17810. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17811. /**
  17812. * Called by the particle System when the position is computed for the created particle.
  17813. * @param worldMatrix is the world matrix of the particle system
  17814. * @param positionToUpdate is the position vector to update with the result
  17815. * @param particle is the particle we are computed the position for
  17816. */
  17817. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17818. /**
  17819. * Clones the current emitter and returns a copy of it
  17820. * @returns the new emitter
  17821. */
  17822. clone(): IParticleEmitterType;
  17823. /**
  17824. * Called by the GPUParticleSystem to setup the update shader
  17825. * @param effect defines the update shader
  17826. */
  17827. applyToShader(effect: Effect): void;
  17828. /**
  17829. * Returns a string to use to update the GPU particles update shader
  17830. * @returns the effect defines string
  17831. */
  17832. getEffectDefines(): string;
  17833. /**
  17834. * Returns a string representing the class name
  17835. * @returns a string containing the class name
  17836. */
  17837. getClassName(): string;
  17838. /**
  17839. * Serializes the particle system to a JSON object.
  17840. * @returns the JSON object
  17841. */
  17842. serialize(): any;
  17843. /**
  17844. * Parse properties from a JSON object
  17845. * @param serializationObject defines the JSON object
  17846. */
  17847. parse(serializationObject: any): void;
  17848. }
  17849. }
  17850. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17851. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17852. import { Effect } from "babylonjs/Materials/effect";
  17853. import { Particle } from "babylonjs/Particles/particle";
  17854. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17855. /**
  17856. * Particle emitter emitting particles from the inside of a box.
  17857. * It emits the particles randomly between 2 given directions.
  17858. */
  17859. export class BoxParticleEmitter implements IParticleEmitterType {
  17860. /**
  17861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17862. */
  17863. direction1: Vector3;
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction2: Vector3;
  17868. /**
  17869. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17870. */
  17871. minEmitBox: Vector3;
  17872. /**
  17873. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17874. */
  17875. maxEmitBox: Vector3;
  17876. /**
  17877. * Creates a new instance BoxParticleEmitter
  17878. */
  17879. constructor();
  17880. /**
  17881. * Called by the particle System when the direction is computed for the created particle.
  17882. * @param worldMatrix is the world matrix of the particle system
  17883. * @param directionToUpdate is the direction vector to update with the result
  17884. * @param particle is the particle we are computed the direction for
  17885. */
  17886. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17887. /**
  17888. * Called by the particle System when the position is computed for the created particle.
  17889. * @param worldMatrix is the world matrix of the particle system
  17890. * @param positionToUpdate is the position vector to update with the result
  17891. * @param particle is the particle we are computed the position for
  17892. */
  17893. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17894. /**
  17895. * Clones the current emitter and returns a copy of it
  17896. * @returns the new emitter
  17897. */
  17898. clone(): BoxParticleEmitter;
  17899. /**
  17900. * Called by the GPUParticleSystem to setup the update shader
  17901. * @param effect defines the update shader
  17902. */
  17903. applyToShader(effect: Effect): void;
  17904. /**
  17905. * Returns a string to use to update the GPU particles update shader
  17906. * @returns a string containng the defines string
  17907. */
  17908. getEffectDefines(): string;
  17909. /**
  17910. * Returns the string "BoxParticleEmitter"
  17911. * @returns a string containing the class name
  17912. */
  17913. getClassName(): string;
  17914. /**
  17915. * Serializes the particle system to a JSON object.
  17916. * @returns the JSON object
  17917. */
  17918. serialize(): any;
  17919. /**
  17920. * Parse properties from a JSON object
  17921. * @param serializationObject defines the JSON object
  17922. */
  17923. parse(serializationObject: any): void;
  17924. }
  17925. }
  17926. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17927. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17928. import { Effect } from "babylonjs/Materials/effect";
  17929. import { Particle } from "babylonjs/Particles/particle";
  17930. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17931. /**
  17932. * Particle emitter emitting particles from the inside of a cone.
  17933. * It emits the particles alongside the cone volume from the base to the particle.
  17934. * The emission direction might be randomized.
  17935. */
  17936. export class ConeParticleEmitter implements IParticleEmitterType {
  17937. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17938. directionRandomizer: number;
  17939. private _radius;
  17940. private _angle;
  17941. private _height;
  17942. /**
  17943. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17944. */
  17945. radiusRange: number;
  17946. /**
  17947. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. heightRange: number;
  17950. /**
  17951. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17952. */
  17953. emitFromSpawnPointOnly: boolean;
  17954. /**
  17955. * Gets or sets the radius of the emission cone
  17956. */
  17957. radius: number;
  17958. /**
  17959. * Gets or sets the angle of the emission cone
  17960. */
  17961. angle: number;
  17962. private _buildHeight;
  17963. /**
  17964. * Creates a new instance ConeParticleEmitter
  17965. * @param radius the radius of the emission cone (1 by default)
  17966. * @param angle the cone base angle (PI by default)
  17967. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17968. */
  17969. constructor(radius?: number, angle?: number,
  17970. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17971. directionRandomizer?: number);
  17972. /**
  17973. * Called by the particle System when the direction is computed for the created particle.
  17974. * @param worldMatrix is the world matrix of the particle system
  17975. * @param directionToUpdate is the direction vector to update with the result
  17976. * @param particle is the particle we are computed the direction for
  17977. */
  17978. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17979. /**
  17980. * Called by the particle System when the position is computed for the created particle.
  17981. * @param worldMatrix is the world matrix of the particle system
  17982. * @param positionToUpdate is the position vector to update with the result
  17983. * @param particle is the particle we are computed the position for
  17984. */
  17985. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17986. /**
  17987. * Clones the current emitter and returns a copy of it
  17988. * @returns the new emitter
  17989. */
  17990. clone(): ConeParticleEmitter;
  17991. /**
  17992. * Called by the GPUParticleSystem to setup the update shader
  17993. * @param effect defines the update shader
  17994. */
  17995. applyToShader(effect: Effect): void;
  17996. /**
  17997. * Returns a string to use to update the GPU particles update shader
  17998. * @returns a string containng the defines string
  17999. */
  18000. getEffectDefines(): string;
  18001. /**
  18002. * Returns the string "ConeParticleEmitter"
  18003. * @returns a string containing the class name
  18004. */
  18005. getClassName(): string;
  18006. /**
  18007. * Serializes the particle system to a JSON object.
  18008. * @returns the JSON object
  18009. */
  18010. serialize(): any;
  18011. /**
  18012. * Parse properties from a JSON object
  18013. * @param serializationObject defines the JSON object
  18014. */
  18015. parse(serializationObject: any): void;
  18016. }
  18017. }
  18018. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18019. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18020. import { Effect } from "babylonjs/Materials/effect";
  18021. import { Particle } from "babylonjs/Particles/particle";
  18022. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18023. /**
  18024. * Particle emitter emitting particles from the inside of a cylinder.
  18025. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18026. */
  18027. export class CylinderParticleEmitter implements IParticleEmitterType {
  18028. /**
  18029. * The radius of the emission cylinder.
  18030. */
  18031. radius: number;
  18032. /**
  18033. * The height of the emission cylinder.
  18034. */
  18035. height: number;
  18036. /**
  18037. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18038. */
  18039. radiusRange: number;
  18040. /**
  18041. * How much to randomize the particle direction [0-1].
  18042. */
  18043. directionRandomizer: number;
  18044. /**
  18045. * Creates a new instance CylinderParticleEmitter
  18046. * @param radius the radius of the emission cylinder (1 by default)
  18047. * @param height the height of the emission cylinder (1 by default)
  18048. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18049. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18050. */
  18051. constructor(
  18052. /**
  18053. * The radius of the emission cylinder.
  18054. */
  18055. radius?: number,
  18056. /**
  18057. * The height of the emission cylinder.
  18058. */
  18059. height?: number,
  18060. /**
  18061. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18062. */
  18063. radiusRange?: number,
  18064. /**
  18065. * How much to randomize the particle direction [0-1].
  18066. */
  18067. directionRandomizer?: number);
  18068. /**
  18069. * Called by the particle System when the direction is computed for the created particle.
  18070. * @param worldMatrix is the world matrix of the particle system
  18071. * @param directionToUpdate is the direction vector to update with the result
  18072. * @param particle is the particle we are computed the direction for
  18073. */
  18074. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18075. /**
  18076. * Called by the particle System when the position is computed for the created particle.
  18077. * @param worldMatrix is the world matrix of the particle system
  18078. * @param positionToUpdate is the position vector to update with the result
  18079. * @param particle is the particle we are computed the position for
  18080. */
  18081. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18082. /**
  18083. * Clones the current emitter and returns a copy of it
  18084. * @returns the new emitter
  18085. */
  18086. clone(): CylinderParticleEmitter;
  18087. /**
  18088. * Called by the GPUParticleSystem to setup the update shader
  18089. * @param effect defines the update shader
  18090. */
  18091. applyToShader(effect: Effect): void;
  18092. /**
  18093. * Returns a string to use to update the GPU particles update shader
  18094. * @returns a string containng the defines string
  18095. */
  18096. getEffectDefines(): string;
  18097. /**
  18098. * Returns the string "CylinderParticleEmitter"
  18099. * @returns a string containing the class name
  18100. */
  18101. getClassName(): string;
  18102. /**
  18103. * Serializes the particle system to a JSON object.
  18104. * @returns the JSON object
  18105. */
  18106. serialize(): any;
  18107. /**
  18108. * Parse properties from a JSON object
  18109. * @param serializationObject defines the JSON object
  18110. */
  18111. parse(serializationObject: any): void;
  18112. }
  18113. /**
  18114. * Particle emitter emitting particles from the inside of a cylinder.
  18115. * It emits the particles randomly between two vectors.
  18116. */
  18117. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18118. /**
  18119. * The min limit of the emission direction.
  18120. */
  18121. direction1: Vector3;
  18122. /**
  18123. * The max limit of the emission direction.
  18124. */
  18125. direction2: Vector3;
  18126. /**
  18127. * Creates a new instance CylinderDirectedParticleEmitter
  18128. * @param radius the radius of the emission cylinder (1 by default)
  18129. * @param height the height of the emission cylinder (1 by default)
  18130. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18131. * @param direction1 the min limit of the emission direction (up vector by default)
  18132. * @param direction2 the max limit of the emission direction (up vector by default)
  18133. */
  18134. constructor(radius?: number, height?: number, radiusRange?: number,
  18135. /**
  18136. * The min limit of the emission direction.
  18137. */
  18138. direction1?: Vector3,
  18139. /**
  18140. * The max limit of the emission direction.
  18141. */
  18142. direction2?: Vector3);
  18143. /**
  18144. * Called by the particle System when the direction is computed for the created particle.
  18145. * @param worldMatrix is the world matrix of the particle system
  18146. * @param directionToUpdate is the direction vector to update with the result
  18147. * @param particle is the particle we are computed the direction for
  18148. */
  18149. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18150. /**
  18151. * Clones the current emitter and returns a copy of it
  18152. * @returns the new emitter
  18153. */
  18154. clone(): CylinderDirectedParticleEmitter;
  18155. /**
  18156. * Called by the GPUParticleSystem to setup the update shader
  18157. * @param effect defines the update shader
  18158. */
  18159. applyToShader(effect: Effect): void;
  18160. /**
  18161. * Returns a string to use to update the GPU particles update shader
  18162. * @returns a string containng the defines string
  18163. */
  18164. getEffectDefines(): string;
  18165. /**
  18166. * Returns the string "CylinderDirectedParticleEmitter"
  18167. * @returns a string containing the class name
  18168. */
  18169. getClassName(): string;
  18170. /**
  18171. * Serializes the particle system to a JSON object.
  18172. * @returns the JSON object
  18173. */
  18174. serialize(): any;
  18175. /**
  18176. * Parse properties from a JSON object
  18177. * @param serializationObject defines the JSON object
  18178. */
  18179. parse(serializationObject: any): void;
  18180. }
  18181. }
  18182. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18183. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18184. import { Effect } from "babylonjs/Materials/effect";
  18185. import { Particle } from "babylonjs/Particles/particle";
  18186. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18187. /**
  18188. * Particle emitter emitting particles from the inside of a hemisphere.
  18189. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18190. */
  18191. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18192. /**
  18193. * The radius of the emission hemisphere.
  18194. */
  18195. radius: number;
  18196. /**
  18197. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18198. */
  18199. radiusRange: number;
  18200. /**
  18201. * How much to randomize the particle direction [0-1].
  18202. */
  18203. directionRandomizer: number;
  18204. /**
  18205. * Creates a new instance HemisphericParticleEmitter
  18206. * @param radius the radius of the emission hemisphere (1 by default)
  18207. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18208. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18209. */
  18210. constructor(
  18211. /**
  18212. * The radius of the emission hemisphere.
  18213. */
  18214. radius?: number,
  18215. /**
  18216. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18217. */
  18218. radiusRange?: number,
  18219. /**
  18220. * How much to randomize the particle direction [0-1].
  18221. */
  18222. directionRandomizer?: number);
  18223. /**
  18224. * Called by the particle System when the direction is computed for the created particle.
  18225. * @param worldMatrix is the world matrix of the particle system
  18226. * @param directionToUpdate is the direction vector to update with the result
  18227. * @param particle is the particle we are computed the direction for
  18228. */
  18229. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18230. /**
  18231. * Called by the particle System when the position is computed for the created particle.
  18232. * @param worldMatrix is the world matrix of the particle system
  18233. * @param positionToUpdate is the position vector to update with the result
  18234. * @param particle is the particle we are computed the position for
  18235. */
  18236. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18237. /**
  18238. * Clones the current emitter and returns a copy of it
  18239. * @returns the new emitter
  18240. */
  18241. clone(): HemisphericParticleEmitter;
  18242. /**
  18243. * Called by the GPUParticleSystem to setup the update shader
  18244. * @param effect defines the update shader
  18245. */
  18246. applyToShader(effect: Effect): void;
  18247. /**
  18248. * Returns a string to use to update the GPU particles update shader
  18249. * @returns a string containng the defines string
  18250. */
  18251. getEffectDefines(): string;
  18252. /**
  18253. * Returns the string "HemisphericParticleEmitter"
  18254. * @returns a string containing the class name
  18255. */
  18256. getClassName(): string;
  18257. /**
  18258. * Serializes the particle system to a JSON object.
  18259. * @returns the JSON object
  18260. */
  18261. serialize(): any;
  18262. /**
  18263. * Parse properties from a JSON object
  18264. * @param serializationObject defines the JSON object
  18265. */
  18266. parse(serializationObject: any): void;
  18267. }
  18268. }
  18269. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18270. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18271. import { Effect } from "babylonjs/Materials/effect";
  18272. import { Particle } from "babylonjs/Particles/particle";
  18273. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18274. /**
  18275. * Particle emitter emitting particles from a point.
  18276. * It emits the particles randomly between 2 given directions.
  18277. */
  18278. export class PointParticleEmitter implements IParticleEmitterType {
  18279. /**
  18280. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18281. */
  18282. direction1: Vector3;
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction2: Vector3;
  18287. /**
  18288. * Creates a new instance PointParticleEmitter
  18289. */
  18290. constructor();
  18291. /**
  18292. * Called by the particle System when the direction is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param directionToUpdate is the direction vector to update with the result
  18295. * @param particle is the particle we are computed the direction for
  18296. */
  18297. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Called by the particle System when the position is computed for the created particle.
  18300. * @param worldMatrix is the world matrix of the particle system
  18301. * @param positionToUpdate is the position vector to update with the result
  18302. * @param particle is the particle we are computed the position for
  18303. */
  18304. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18305. /**
  18306. * Clones the current emitter and returns a copy of it
  18307. * @returns the new emitter
  18308. */
  18309. clone(): PointParticleEmitter;
  18310. /**
  18311. * Called by the GPUParticleSystem to setup the update shader
  18312. * @param effect defines the update shader
  18313. */
  18314. applyToShader(effect: Effect): void;
  18315. /**
  18316. * Returns a string to use to update the GPU particles update shader
  18317. * @returns a string containng the defines string
  18318. */
  18319. getEffectDefines(): string;
  18320. /**
  18321. * Returns the string "PointParticleEmitter"
  18322. * @returns a string containing the class name
  18323. */
  18324. getClassName(): string;
  18325. /**
  18326. * Serializes the particle system to a JSON object.
  18327. * @returns the JSON object
  18328. */
  18329. serialize(): any;
  18330. /**
  18331. * Parse properties from a JSON object
  18332. * @param serializationObject defines the JSON object
  18333. */
  18334. parse(serializationObject: any): void;
  18335. }
  18336. }
  18337. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18338. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18339. import { Effect } from "babylonjs/Materials/effect";
  18340. import { Particle } from "babylonjs/Particles/particle";
  18341. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18342. /**
  18343. * Particle emitter emitting particles from the inside of a sphere.
  18344. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18345. */
  18346. export class SphereParticleEmitter implements IParticleEmitterType {
  18347. /**
  18348. * The radius of the emission sphere.
  18349. */
  18350. radius: number;
  18351. /**
  18352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18353. */
  18354. radiusRange: number;
  18355. /**
  18356. * How much to randomize the particle direction [0-1].
  18357. */
  18358. directionRandomizer: number;
  18359. /**
  18360. * Creates a new instance SphereParticleEmitter
  18361. * @param radius the radius of the emission sphere (1 by default)
  18362. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18363. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18364. */
  18365. constructor(
  18366. /**
  18367. * The radius of the emission sphere.
  18368. */
  18369. radius?: number,
  18370. /**
  18371. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18372. */
  18373. radiusRange?: number,
  18374. /**
  18375. * How much to randomize the particle direction [0-1].
  18376. */
  18377. directionRandomizer?: number);
  18378. /**
  18379. * Called by the particle System when the direction is computed for the created particle.
  18380. * @param worldMatrix is the world matrix of the particle system
  18381. * @param directionToUpdate is the direction vector to update with the result
  18382. * @param particle is the particle we are computed the direction for
  18383. */
  18384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18385. /**
  18386. * Called by the particle System when the position is computed for the created particle.
  18387. * @param worldMatrix is the world matrix of the particle system
  18388. * @param positionToUpdate is the position vector to update with the result
  18389. * @param particle is the particle we are computed the position for
  18390. */
  18391. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18392. /**
  18393. * Clones the current emitter and returns a copy of it
  18394. * @returns the new emitter
  18395. */
  18396. clone(): SphereParticleEmitter;
  18397. /**
  18398. * Called by the GPUParticleSystem to setup the update shader
  18399. * @param effect defines the update shader
  18400. */
  18401. applyToShader(effect: Effect): void;
  18402. /**
  18403. * Returns a string to use to update the GPU particles update shader
  18404. * @returns a string containng the defines string
  18405. */
  18406. getEffectDefines(): string;
  18407. /**
  18408. * Returns the string "SphereParticleEmitter"
  18409. * @returns a string containing the class name
  18410. */
  18411. getClassName(): string;
  18412. /**
  18413. * Serializes the particle system to a JSON object.
  18414. * @returns the JSON object
  18415. */
  18416. serialize(): any;
  18417. /**
  18418. * Parse properties from a JSON object
  18419. * @param serializationObject defines the JSON object
  18420. */
  18421. parse(serializationObject: any): void;
  18422. }
  18423. /**
  18424. * Particle emitter emitting particles from the inside of a sphere.
  18425. * It emits the particles randomly between two vectors.
  18426. */
  18427. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18428. /**
  18429. * The min limit of the emission direction.
  18430. */
  18431. direction1: Vector3;
  18432. /**
  18433. * The max limit of the emission direction.
  18434. */
  18435. direction2: Vector3;
  18436. /**
  18437. * Creates a new instance SphereDirectedParticleEmitter
  18438. * @param radius the radius of the emission sphere (1 by default)
  18439. * @param direction1 the min limit of the emission direction (up vector by default)
  18440. * @param direction2 the max limit of the emission direction (up vector by default)
  18441. */
  18442. constructor(radius?: number,
  18443. /**
  18444. * The min limit of the emission direction.
  18445. */
  18446. direction1?: Vector3,
  18447. /**
  18448. * The max limit of the emission direction.
  18449. */
  18450. direction2?: Vector3);
  18451. /**
  18452. * Called by the particle System when the direction is computed for the created particle.
  18453. * @param worldMatrix is the world matrix of the particle system
  18454. * @param directionToUpdate is the direction vector to update with the result
  18455. * @param particle is the particle we are computed the direction for
  18456. */
  18457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18458. /**
  18459. * Clones the current emitter and returns a copy of it
  18460. * @returns the new emitter
  18461. */
  18462. clone(): SphereDirectedParticleEmitter;
  18463. /**
  18464. * Called by the GPUParticleSystem to setup the update shader
  18465. * @param effect defines the update shader
  18466. */
  18467. applyToShader(effect: Effect): void;
  18468. /**
  18469. * Returns a string to use to update the GPU particles update shader
  18470. * @returns a string containng the defines string
  18471. */
  18472. getEffectDefines(): string;
  18473. /**
  18474. * Returns the string "SphereDirectedParticleEmitter"
  18475. * @returns a string containing the class name
  18476. */
  18477. getClassName(): string;
  18478. /**
  18479. * Serializes the particle system to a JSON object.
  18480. * @returns the JSON object
  18481. */
  18482. serialize(): any;
  18483. /**
  18484. * Parse properties from a JSON object
  18485. * @param serializationObject defines the JSON object
  18486. */
  18487. parse(serializationObject: any): void;
  18488. }
  18489. }
  18490. declare module "babylonjs/Particles/EmitterTypes/index" {
  18491. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18492. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18493. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18494. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18495. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18496. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18498. }
  18499. declare module "babylonjs/Particles/IParticleSystem" {
  18500. import { Nullable } from "babylonjs/types";
  18501. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18502. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18504. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18505. import { Texture } from "babylonjs/Materials/Textures/texture";
  18506. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18507. import { Scene } from "babylonjs/scene";
  18508. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18509. import { Animation } from "babylonjs/Animations/animation";
  18510. /**
  18511. * Interface representing a particle system in Babylon.js.
  18512. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18513. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18514. */
  18515. export interface IParticleSystem {
  18516. /**
  18517. * List of animations used by the particle system.
  18518. */
  18519. animations: Animation[];
  18520. /**
  18521. * The id of the Particle system.
  18522. */
  18523. id: string;
  18524. /**
  18525. * The name of the Particle system.
  18526. */
  18527. name: string;
  18528. /**
  18529. * The emitter represents the Mesh or position we are attaching the particle system to.
  18530. */
  18531. emitter: Nullable<AbstractMesh | Vector3>;
  18532. /**
  18533. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18534. */
  18535. isBillboardBased: boolean;
  18536. /**
  18537. * The rendering group used by the Particle system to chose when to render.
  18538. */
  18539. renderingGroupId: number;
  18540. /**
  18541. * The layer mask we are rendering the particles through.
  18542. */
  18543. layerMask: number;
  18544. /**
  18545. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18546. */
  18547. updateSpeed: number;
  18548. /**
  18549. * The amount of time the particle system is running (depends of the overall update speed).
  18550. */
  18551. targetStopDuration: number;
  18552. /**
  18553. * The texture used to render each particle. (this can be a spritesheet)
  18554. */
  18555. particleTexture: Nullable<Texture>;
  18556. /**
  18557. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18558. */
  18559. blendMode: number;
  18560. /**
  18561. * Minimum life time of emitting particles.
  18562. */
  18563. minLifeTime: number;
  18564. /**
  18565. * Maximum life time of emitting particles.
  18566. */
  18567. maxLifeTime: number;
  18568. /**
  18569. * Minimum Size of emitting particles.
  18570. */
  18571. minSize: number;
  18572. /**
  18573. * Maximum Size of emitting particles.
  18574. */
  18575. maxSize: number;
  18576. /**
  18577. * Minimum scale of emitting particles on X axis.
  18578. */
  18579. minScaleX: number;
  18580. /**
  18581. * Maximum scale of emitting particles on X axis.
  18582. */
  18583. maxScaleX: number;
  18584. /**
  18585. * Minimum scale of emitting particles on Y axis.
  18586. */
  18587. minScaleY: number;
  18588. /**
  18589. * Maximum scale of emitting particles on Y axis.
  18590. */
  18591. maxScaleY: number;
  18592. /**
  18593. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18594. */
  18595. color1: Color4;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color2: Color4;
  18600. /**
  18601. * Color the particle will have at the end of its lifetime.
  18602. */
  18603. colorDead: Color4;
  18604. /**
  18605. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18606. */
  18607. emitRate: number;
  18608. /**
  18609. * You can use gravity if you want to give an orientation to your particles.
  18610. */
  18611. gravity: Vector3;
  18612. /**
  18613. * Minimum power of emitting particles.
  18614. */
  18615. minEmitPower: number;
  18616. /**
  18617. * Maximum power of emitting particles.
  18618. */
  18619. maxEmitPower: number;
  18620. /**
  18621. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18622. */
  18623. minAngularSpeed: number;
  18624. /**
  18625. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. maxAngularSpeed: number;
  18628. /**
  18629. * Gets or sets the minimal initial rotation in radians.
  18630. */
  18631. minInitialRotation: number;
  18632. /**
  18633. * Gets or sets the maximal initial rotation in radians.
  18634. */
  18635. maxInitialRotation: number;
  18636. /**
  18637. * The particle emitter type defines the emitter used by the particle system.
  18638. * It can be for example box, sphere, or cone...
  18639. */
  18640. particleEmitterType: Nullable<IParticleEmitterType>;
  18641. /**
  18642. * Defines the delay in milliseconds before starting the system (0 by default)
  18643. */
  18644. startDelay: number;
  18645. /**
  18646. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18647. */
  18648. preWarmCycles: number;
  18649. /**
  18650. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18651. */
  18652. preWarmStepOffset: number;
  18653. /**
  18654. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18655. */
  18656. spriteCellChangeSpeed: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18659. */
  18660. startSpriteCellID: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18663. */
  18664. endSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18667. */
  18668. spriteCellWidth: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18671. */
  18672. spriteCellHeight: number;
  18673. /**
  18674. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18675. */
  18676. spriteRandomStartCell: boolean;
  18677. /**
  18678. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18679. */
  18680. isAnimationSheetEnabled: boolean;
  18681. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18682. translationPivot: Vector2;
  18683. /**
  18684. * Gets or sets a texture used to add random noise to particle positions
  18685. */
  18686. noiseTexture: Nullable<BaseTexture>;
  18687. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18688. noiseStrength: Vector3;
  18689. /**
  18690. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18691. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18692. */
  18693. billboardMode: number;
  18694. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18695. limitVelocityDamping: number;
  18696. /**
  18697. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18698. */
  18699. beginAnimationOnStart: boolean;
  18700. /**
  18701. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18702. */
  18703. beginAnimationFrom: number;
  18704. /**
  18705. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationTo: number;
  18708. /**
  18709. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationLoop: boolean;
  18712. /**
  18713. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18714. */
  18715. disposeOnStop: boolean;
  18716. /**
  18717. * Gets the maximum number of particles active at the same time.
  18718. * @returns The max number of active particles.
  18719. */
  18720. getCapacity(): number;
  18721. /**
  18722. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18723. * @returns True if it has been started, otherwise false.
  18724. */
  18725. isStarted(): boolean;
  18726. /**
  18727. * Animates the particle system for this frame.
  18728. */
  18729. animate(): void;
  18730. /**
  18731. * Renders the particle system in its current state.
  18732. * @returns the current number of particles
  18733. */
  18734. render(): number;
  18735. /**
  18736. * Dispose the particle system and frees its associated resources.
  18737. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18738. */
  18739. dispose(disposeTexture?: boolean): void;
  18740. /**
  18741. * Clones the particle system.
  18742. * @param name The name of the cloned object
  18743. * @param newEmitter The new emitter to use
  18744. * @returns the cloned particle system
  18745. */
  18746. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18747. /**
  18748. * Serializes the particle system to a JSON object.
  18749. * @returns the JSON object
  18750. */
  18751. serialize(): any;
  18752. /**
  18753. * Rebuild the particle system
  18754. */
  18755. rebuild(): void;
  18756. /**
  18757. * Starts the particle system and begins to emit
  18758. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18759. */
  18760. start(delay?: number): void;
  18761. /**
  18762. * Stops the particle system.
  18763. */
  18764. stop(): void;
  18765. /**
  18766. * Remove all active particles
  18767. */
  18768. reset(): void;
  18769. /**
  18770. * Is this system ready to be used/rendered
  18771. * @return true if the system is ready
  18772. */
  18773. isReady(): boolean;
  18774. /**
  18775. * Adds a new color gradient
  18776. * @param gradient defines the gradient to use (between 0 and 1)
  18777. * @param color1 defines the color to affect to the specified gradient
  18778. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18779. * @returns the current particle system
  18780. */
  18781. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18782. /**
  18783. * Remove a specific color gradient
  18784. * @param gradient defines the gradient to remove
  18785. * @returns the current particle system
  18786. */
  18787. removeColorGradient(gradient: number): IParticleSystem;
  18788. /**
  18789. * Adds a new size gradient
  18790. * @param gradient defines the gradient to use (between 0 and 1)
  18791. * @param factor defines the size factor to affect to the specified gradient
  18792. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18793. * @returns the current particle system
  18794. */
  18795. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18796. /**
  18797. * Remove a specific size gradient
  18798. * @param gradient defines the gradient to remove
  18799. * @returns the current particle system
  18800. */
  18801. removeSizeGradient(gradient: number): IParticleSystem;
  18802. /**
  18803. * Gets the current list of color gradients.
  18804. * You must use addColorGradient and removeColorGradient to udpate this list
  18805. * @returns the list of color gradients
  18806. */
  18807. getColorGradients(): Nullable<Array<ColorGradient>>;
  18808. /**
  18809. * Gets the current list of size gradients.
  18810. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18811. * @returns the list of size gradients
  18812. */
  18813. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18814. /**
  18815. * Gets the current list of angular speed gradients.
  18816. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18817. * @returns the list of angular speed gradients
  18818. */
  18819. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18820. /**
  18821. * Adds a new angular speed gradient
  18822. * @param gradient defines the gradient to use (between 0 and 1)
  18823. * @param factor defines the angular speed to affect to the specified gradient
  18824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18825. * @returns the current particle system
  18826. */
  18827. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18828. /**
  18829. * Remove a specific angular speed gradient
  18830. * @param gradient defines the gradient to remove
  18831. * @returns the current particle system
  18832. */
  18833. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18834. /**
  18835. * Gets the current list of velocity gradients.
  18836. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18837. * @returns the list of velocity gradients
  18838. */
  18839. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18840. /**
  18841. * Adds a new velocity gradient
  18842. * @param gradient defines the gradient to use (between 0 and 1)
  18843. * @param factor defines the velocity to affect to the specified gradient
  18844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18845. * @returns the current particle system
  18846. */
  18847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18848. /**
  18849. * Remove a specific velocity gradient
  18850. * @param gradient defines the gradient to remove
  18851. * @returns the current particle system
  18852. */
  18853. removeVelocityGradient(gradient: number): IParticleSystem;
  18854. /**
  18855. * Gets the current list of limit velocity gradients.
  18856. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18857. * @returns the list of limit velocity gradients
  18858. */
  18859. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18860. /**
  18861. * Adds a new limit velocity gradient
  18862. * @param gradient defines the gradient to use (between 0 and 1)
  18863. * @param factor defines the limit velocity to affect to the specified gradient
  18864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18865. * @returns the current particle system
  18866. */
  18867. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18868. /**
  18869. * Remove a specific limit velocity gradient
  18870. * @param gradient defines the gradient to remove
  18871. * @returns the current particle system
  18872. */
  18873. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18874. /**
  18875. * Adds a new drag gradient
  18876. * @param gradient defines the gradient to use (between 0 and 1)
  18877. * @param factor defines the drag to affect to the specified gradient
  18878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18879. * @returns the current particle system
  18880. */
  18881. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18882. /**
  18883. * Remove a specific drag gradient
  18884. * @param gradient defines the gradient to remove
  18885. * @returns the current particle system
  18886. */
  18887. removeDragGradient(gradient: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of drag gradients.
  18890. * You must use addDragGradient and removeDragGradient to udpate this list
  18891. * @returns the list of drag gradients
  18892. */
  18893. getDragGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param factor defines the emit rate to affect to the specified gradient
  18898. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18899. * @returns the current particle system
  18900. */
  18901. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18902. /**
  18903. * Remove a specific emit rate gradient
  18904. * @param gradient defines the gradient to remove
  18905. * @returns the current particle system
  18906. */
  18907. removeEmitRateGradient(gradient: number): IParticleSystem;
  18908. /**
  18909. * Gets the current list of emit rate gradients.
  18910. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18911. * @returns the list of emit rate gradients
  18912. */
  18913. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18914. /**
  18915. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18916. * @param gradient defines the gradient to use (between 0 and 1)
  18917. * @param factor defines the start size to affect to the specified gradient
  18918. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18919. * @returns the current particle system
  18920. */
  18921. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18922. /**
  18923. * Remove a specific start size gradient
  18924. * @param gradient defines the gradient to remove
  18925. * @returns the current particle system
  18926. */
  18927. removeStartSizeGradient(gradient: number): IParticleSystem;
  18928. /**
  18929. * Gets the current list of start size gradients.
  18930. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18931. * @returns the list of start size gradients
  18932. */
  18933. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18934. /**
  18935. * Adds a new life time gradient
  18936. * @param gradient defines the gradient to use (between 0 and 1)
  18937. * @param factor defines the life time factor to affect to the specified gradient
  18938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18939. * @returns the current particle system
  18940. */
  18941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18942. /**
  18943. * Remove a specific life time gradient
  18944. * @param gradient defines the gradient to remove
  18945. * @returns the current particle system
  18946. */
  18947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of life time gradients.
  18950. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18951. * @returns the list of life time gradients
  18952. */
  18953. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Gets the current list of color gradients.
  18956. * You must use addColorGradient and removeColorGradient to udpate this list
  18957. * @returns the list of color gradients
  18958. */
  18959. getColorGradients(): Nullable<Array<ColorGradient>>;
  18960. /**
  18961. * Adds a new ramp gradient used to remap particle colors
  18962. * @param gradient defines the gradient to use (between 0 and 1)
  18963. * @param color defines the color to affect to the specified gradient
  18964. * @returns the current particle system
  18965. */
  18966. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18967. /**
  18968. * Gets the current list of ramp gradients.
  18969. * You must use addRampGradient and removeRampGradient to udpate this list
  18970. * @returns the list of ramp gradients
  18971. */
  18972. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18973. /** Gets or sets a boolean indicating that ramp gradients must be used
  18974. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18975. */
  18976. useRampGradients: boolean;
  18977. /**
  18978. * Adds a new color remap gradient
  18979. * @param gradient defines the gradient to use (between 0 and 1)
  18980. * @param min defines the color remap minimal range
  18981. * @param max defines the color remap maximal range
  18982. * @returns the current particle system
  18983. */
  18984. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18985. /**
  18986. * Gets the current list of color remap gradients.
  18987. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18988. * @returns the list of color remap gradients
  18989. */
  18990. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18991. /**
  18992. * Adds a new alpha remap gradient
  18993. * @param gradient defines the gradient to use (between 0 and 1)
  18994. * @param min defines the alpha remap minimal range
  18995. * @param max defines the alpha remap maximal range
  18996. * @returns the current particle system
  18997. */
  18998. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18999. /**
  19000. * Gets the current list of alpha remap gradients.
  19001. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19002. * @returns the list of alpha remap gradients
  19003. */
  19004. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19005. /**
  19006. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19009. * @returns the emitter
  19010. */
  19011. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19012. /**
  19013. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19014. * @param radius The radius of the hemisphere to emit from
  19015. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19016. * @returns the emitter
  19017. */
  19018. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19019. /**
  19020. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19021. * @param radius The radius of the sphere to emit from
  19022. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19023. * @returns the emitter
  19024. */
  19025. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19026. /**
  19027. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19028. * @param radius The radius of the sphere to emit from
  19029. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19030. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19031. * @returns the emitter
  19032. */
  19033. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19034. /**
  19035. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19036. * @param radius The radius of the emission cylinder
  19037. * @param height The height of the emission cylinder
  19038. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19039. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19040. * @returns the emitter
  19041. */
  19042. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19043. /**
  19044. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19045. * @param radius The radius of the cylinder to emit from
  19046. * @param height The height of the emission cylinder
  19047. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19048. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19049. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19050. * @returns the emitter
  19051. */
  19052. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19055. * @param radius The radius of the cone to emit from
  19056. * @param angle The base angle of the cone
  19057. * @returns the emitter
  19058. */
  19059. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19060. /**
  19061. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19062. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19063. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19064. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19065. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19066. * @returns the emitter
  19067. */
  19068. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19069. /**
  19070. * Get hosting scene
  19071. * @returns the scene
  19072. */
  19073. getScene(): Scene;
  19074. }
  19075. }
  19076. declare module "babylonjs/Meshes/instancedMesh" {
  19077. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19078. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19079. import { Camera } from "babylonjs/Cameras/camera";
  19080. import { Node } from "babylonjs/node";
  19081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19082. import { Mesh } from "babylonjs/Meshes/mesh";
  19083. import { Material } from "babylonjs/Materials/material";
  19084. import { Skeleton } from "babylonjs/Bones/skeleton";
  19085. import { Light } from "babylonjs/Lights/light";
  19086. /**
  19087. * Creates an instance based on a source mesh.
  19088. */
  19089. export class InstancedMesh extends AbstractMesh {
  19090. private _sourceMesh;
  19091. private _currentLOD;
  19092. /** @hidden */
  19093. _indexInSourceMeshInstanceArray: number;
  19094. constructor(name: string, source: Mesh);
  19095. /**
  19096. * Returns the string "InstancedMesh".
  19097. */
  19098. getClassName(): string;
  19099. /** Gets the list of lights affecting that mesh */
  19100. readonly lightSources: Light[];
  19101. _resyncLightSources(): void;
  19102. _resyncLighSource(light: Light): void;
  19103. _removeLightSource(light: Light, dispose: boolean): void;
  19104. /**
  19105. * If the source mesh receives shadows
  19106. */
  19107. readonly receiveShadows: boolean;
  19108. /**
  19109. * The material of the source mesh
  19110. */
  19111. readonly material: Nullable<Material>;
  19112. /**
  19113. * Visibility of the source mesh
  19114. */
  19115. readonly visibility: number;
  19116. /**
  19117. * Skeleton of the source mesh
  19118. */
  19119. readonly skeleton: Nullable<Skeleton>;
  19120. /**
  19121. * Rendering ground id of the source mesh
  19122. */
  19123. renderingGroupId: number;
  19124. /**
  19125. * Returns the total number of vertices (integer).
  19126. */
  19127. getTotalVertices(): number;
  19128. /**
  19129. * Returns a positive integer : the total number of indices in this mesh geometry.
  19130. * @returns the numner of indices or zero if the mesh has no geometry.
  19131. */
  19132. getTotalIndices(): number;
  19133. /**
  19134. * The source mesh of the instance
  19135. */
  19136. readonly sourceMesh: Mesh;
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return {boolean} is it ready
  19141. */
  19142. isReady(completeCheck?: boolean): boolean;
  19143. /**
  19144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19146. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19148. */
  19149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19150. /**
  19151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19153. * The `data` are either a numeric array either a Float32Array.
  19154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19155. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19156. * Note that a new underlying VertexBuffer object is created each call.
  19157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19158. *
  19159. * Possible `kind` values :
  19160. * - VertexBuffer.PositionKind
  19161. * - VertexBuffer.UVKind
  19162. * - VertexBuffer.UV2Kind
  19163. * - VertexBuffer.UV3Kind
  19164. * - VertexBuffer.UV4Kind
  19165. * - VertexBuffer.UV5Kind
  19166. * - VertexBuffer.UV6Kind
  19167. * - VertexBuffer.ColorKind
  19168. * - VertexBuffer.MatricesIndicesKind
  19169. * - VertexBuffer.MatricesIndicesExtraKind
  19170. * - VertexBuffer.MatricesWeightsKind
  19171. * - VertexBuffer.MatricesWeightsExtraKind
  19172. *
  19173. * Returns the Mesh.
  19174. */
  19175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19176. /**
  19177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19178. * If the mesh has no geometry, it is simply returned as it is.
  19179. * The `data` are either a numeric array either a Float32Array.
  19180. * No new underlying VertexBuffer object is created.
  19181. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19183. *
  19184. * Possible `kind` values :
  19185. * - VertexBuffer.PositionKind
  19186. * - VertexBuffer.UVKind
  19187. * - VertexBuffer.UV2Kind
  19188. * - VertexBuffer.UV3Kind
  19189. * - VertexBuffer.UV4Kind
  19190. * - VertexBuffer.UV5Kind
  19191. * - VertexBuffer.UV6Kind
  19192. * - VertexBuffer.ColorKind
  19193. * - VertexBuffer.MatricesIndicesKind
  19194. * - VertexBuffer.MatricesIndicesExtraKind
  19195. * - VertexBuffer.MatricesWeightsKind
  19196. * - VertexBuffer.MatricesWeightsExtraKind
  19197. *
  19198. * Returns the Mesh.
  19199. */
  19200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19201. /**
  19202. * Sets the mesh indices.
  19203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19205. * This method creates a new index buffer each call.
  19206. * Returns the Mesh.
  19207. */
  19208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19209. /**
  19210. * Boolean : True if the mesh owns the requested kind of data.
  19211. */
  19212. isVerticesDataPresent(kind: string): boolean;
  19213. /**
  19214. * Returns an array of indices (IndicesArray).
  19215. */
  19216. getIndices(): Nullable<IndicesArray>;
  19217. readonly _positions: Nullable<Vector3[]>;
  19218. /**
  19219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19220. * This means the mesh underlying bounding box and sphere are recomputed.
  19221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19222. * @returns the current mesh
  19223. */
  19224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19225. /** @hidden */
  19226. _preActivate(): InstancedMesh;
  19227. /** @hidden */
  19228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19229. /** @hidden */
  19230. _postActivate(): void;
  19231. getWorldMatrix(): Matrix;
  19232. readonly isAnInstance: boolean;
  19233. /**
  19234. * Returns the current associated LOD AbstractMesh.
  19235. */
  19236. getLOD(camera: Camera): AbstractMesh;
  19237. /** @hidden */
  19238. _syncSubMeshes(): InstancedMesh;
  19239. /** @hidden */
  19240. _generatePointsArray(): boolean;
  19241. /**
  19242. * Creates a new InstancedMesh from the current mesh.
  19243. * - name (string) : the cloned mesh name
  19244. * - newParent (optional Node) : the optional Node to parent the clone to.
  19245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19246. *
  19247. * Returns the clone.
  19248. */
  19249. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19250. /**
  19251. * Disposes the InstancedMesh.
  19252. * Returns nothing.
  19253. */
  19254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19255. }
  19256. }
  19257. declare module "babylonjs/Materials/shaderMaterial" {
  19258. import { Scene } from "babylonjs/scene";
  19259. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19261. import { Mesh } from "babylonjs/Meshes/mesh";
  19262. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19264. import { Texture } from "babylonjs/Materials/Textures/texture";
  19265. import { Material } from "babylonjs/Materials/material";
  19266. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19267. /**
  19268. * Defines the options associated with the creation of a shader material.
  19269. */
  19270. export interface IShaderMaterialOptions {
  19271. /**
  19272. * Does the material work in alpha blend mode
  19273. */
  19274. needAlphaBlending: boolean;
  19275. /**
  19276. * Does the material work in alpha test mode
  19277. */
  19278. needAlphaTesting: boolean;
  19279. /**
  19280. * The list of attribute names used in the shader
  19281. */
  19282. attributes: string[];
  19283. /**
  19284. * The list of unifrom names used in the shader
  19285. */
  19286. uniforms: string[];
  19287. /**
  19288. * The list of UBO names used in the shader
  19289. */
  19290. uniformBuffers: string[];
  19291. /**
  19292. * The list of sampler names used in the shader
  19293. */
  19294. samplers: string[];
  19295. /**
  19296. * The list of defines used in the shader
  19297. */
  19298. defines: string[];
  19299. }
  19300. /**
  19301. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19302. *
  19303. * This returned material effects how the mesh will look based on the code in the shaders.
  19304. *
  19305. * @see http://doc.babylonjs.com/how_to/shader_material
  19306. */
  19307. export class ShaderMaterial extends Material {
  19308. private _shaderPath;
  19309. private _options;
  19310. private _textures;
  19311. private _textureArrays;
  19312. private _floats;
  19313. private _ints;
  19314. private _floatsArrays;
  19315. private _colors3;
  19316. private _colors3Arrays;
  19317. private _colors4;
  19318. private _colors4Arrays;
  19319. private _vectors2;
  19320. private _vectors3;
  19321. private _vectors4;
  19322. private _matrices;
  19323. private _matrices3x3;
  19324. private _matrices2x2;
  19325. private _vectors2Arrays;
  19326. private _vectors3Arrays;
  19327. private _vectors4Arrays;
  19328. private _cachedWorldViewMatrix;
  19329. private _cachedWorldViewProjectionMatrix;
  19330. private _renderId;
  19331. /**
  19332. * Instantiate a new shader material.
  19333. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19334. * This returned material effects how the mesh will look based on the code in the shaders.
  19335. * @see http://doc.babylonjs.com/how_to/shader_material
  19336. * @param name Define the name of the material in the scene
  19337. * @param scene Define the scene the material belongs to
  19338. * @param shaderPath Defines the route to the shader code in one of three ways:
  19339. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19340. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19341. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19342. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19343. * @param options Define the options used to create the shader
  19344. */
  19345. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19346. /**
  19347. * Gets the options used to compile the shader.
  19348. * They can be modified to trigger a new compilation
  19349. */
  19350. readonly options: IShaderMaterialOptions;
  19351. /**
  19352. * Gets the current class name of the material e.g. "ShaderMaterial"
  19353. * Mainly use in serialization.
  19354. * @returns the class name
  19355. */
  19356. getClassName(): string;
  19357. /**
  19358. * Specifies if the material will require alpha blending
  19359. * @returns a boolean specifying if alpha blending is needed
  19360. */
  19361. needAlphaBlending(): boolean;
  19362. /**
  19363. * Specifies if this material should be rendered in alpha test mode
  19364. * @returns a boolean specifying if an alpha test is needed.
  19365. */
  19366. needAlphaTesting(): boolean;
  19367. private _checkUniform;
  19368. /**
  19369. * Set a texture in the shader.
  19370. * @param name Define the name of the uniform samplers as defined in the shader
  19371. * @param texture Define the texture to bind to this sampler
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setTexture(name: string, texture: Texture): ShaderMaterial;
  19375. /**
  19376. * Set a texture array in the shader.
  19377. * @param name Define the name of the uniform sampler array as defined in the shader
  19378. * @param textures Define the list of textures to bind to this sampler
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19382. /**
  19383. * Set a float in the shader.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setFloat(name: string, value: number): ShaderMaterial;
  19389. /**
  19390. * Set a int in the shader.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setInt(name: string, value: number): ShaderMaterial;
  19396. /**
  19397. * Set an array of floats in the shader.
  19398. * @param name Define the name of the uniform as defined in the shader
  19399. * @param value Define the value to give to the uniform
  19400. * @return the material itself allowing "fluent" like uniform updates
  19401. */
  19402. setFloats(name: string, value: number[]): ShaderMaterial;
  19403. /**
  19404. * Set a vec3 in the shader from a Color3.
  19405. * @param name Define the name of the uniform as defined in the shader
  19406. * @param value Define the value to give to the uniform
  19407. * @return the material itself allowing "fluent" like uniform updates
  19408. */
  19409. setColor3(name: string, value: Color3): ShaderMaterial;
  19410. /**
  19411. * Set a vec3 array in the shader from a Color3 array.
  19412. * @param name Define the name of the uniform as defined in the shader
  19413. * @param value Define the value to give to the uniform
  19414. * @return the material itself allowing "fluent" like uniform updates
  19415. */
  19416. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19417. /**
  19418. * Set a vec4 in the shader from a Color4.
  19419. * @param name Define the name of the uniform as defined in the shader
  19420. * @param value Define the value to give to the uniform
  19421. * @return the material itself allowing "fluent" like uniform updates
  19422. */
  19423. setColor4(name: string, value: Color4): ShaderMaterial;
  19424. /**
  19425. * Set a vec4 array in the shader from a Color4 array.
  19426. * @param name Define the name of the uniform as defined in the shader
  19427. * @param value Define the value to give to the uniform
  19428. * @return the material itself allowing "fluent" like uniform updates
  19429. */
  19430. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19431. /**
  19432. * Set a vec2 in the shader from a Vector2.
  19433. * @param name Define the name of the uniform as defined in the shader
  19434. * @param value Define the value to give to the uniform
  19435. * @return the material itself allowing "fluent" like uniform updates
  19436. */
  19437. setVector2(name: string, value: Vector2): ShaderMaterial;
  19438. /**
  19439. * Set a vec3 in the shader from a Vector3.
  19440. * @param name Define the name of the uniform as defined in the shader
  19441. * @param value Define the value to give to the uniform
  19442. * @return the material itself allowing "fluent" like uniform updates
  19443. */
  19444. setVector3(name: string, value: Vector3): ShaderMaterial;
  19445. /**
  19446. * Set a vec4 in the shader from a Vector4.
  19447. * @param name Define the name of the uniform as defined in the shader
  19448. * @param value Define the value to give to the uniform
  19449. * @return the material itself allowing "fluent" like uniform updates
  19450. */
  19451. setVector4(name: string, value: Vector4): ShaderMaterial;
  19452. /**
  19453. * Set a mat4 in the shader from a Matrix.
  19454. * @param name Define the name of the uniform as defined in the shader
  19455. * @param value Define the value to give to the uniform
  19456. * @return the material itself allowing "fluent" like uniform updates
  19457. */
  19458. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19459. /**
  19460. * Set a mat3 in the shader from a Float32Array.
  19461. * @param name Define the name of the uniform as defined in the shader
  19462. * @param value Define the value to give to the uniform
  19463. * @return the material itself allowing "fluent" like uniform updates
  19464. */
  19465. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19466. /**
  19467. * Set a mat2 in the shader from a Float32Array.
  19468. * @param name Define the name of the uniform as defined in the shader
  19469. * @param value Define the value to give to the uniform
  19470. * @return the material itself allowing "fluent" like uniform updates
  19471. */
  19472. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19473. /**
  19474. * Set a vec2 array in the shader from a number array.
  19475. * @param name Define the name of the uniform as defined in the shader
  19476. * @param value Define the value to give to the uniform
  19477. * @return the material itself allowing "fluent" like uniform updates
  19478. */
  19479. setArray2(name: string, value: number[]): ShaderMaterial;
  19480. /**
  19481. * Set a vec3 array in the shader from a number array.
  19482. * @param name Define the name of the uniform as defined in the shader
  19483. * @param value Define the value to give to the uniform
  19484. * @return the material itself allowing "fluent" like uniform updates
  19485. */
  19486. setArray3(name: string, value: number[]): ShaderMaterial;
  19487. /**
  19488. * Set a vec4 array in the shader from a number array.
  19489. * @param name Define the name of the uniform as defined in the shader
  19490. * @param value Define the value to give to the uniform
  19491. * @return the material itself allowing "fluent" like uniform updates
  19492. */
  19493. setArray4(name: string, value: number[]): ShaderMaterial;
  19494. private _checkCache;
  19495. /**
  19496. * Specifies that the submesh is ready to be used
  19497. * @param mesh defines the mesh to check
  19498. * @param subMesh defines which submesh to check
  19499. * @param useInstances specifies that instances should be used
  19500. * @returns a boolean indicating that the submesh is ready or not
  19501. */
  19502. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19503. /**
  19504. * Checks if the material is ready to render the requested mesh
  19505. * @param mesh Define the mesh to render
  19506. * @param useInstances Define whether or not the material is used with instances
  19507. * @returns true if ready, otherwise false
  19508. */
  19509. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19510. /**
  19511. * Binds the world matrix to the material
  19512. * @param world defines the world transformation matrix
  19513. */
  19514. bindOnlyWorldMatrix(world: Matrix): void;
  19515. /**
  19516. * Binds the material to the mesh
  19517. * @param world defines the world transformation matrix
  19518. * @param mesh defines the mesh to bind the material to
  19519. */
  19520. bind(world: Matrix, mesh?: Mesh): void;
  19521. /**
  19522. * Gets the active textures from the material
  19523. * @returns an array of textures
  19524. */
  19525. getActiveTextures(): BaseTexture[];
  19526. /**
  19527. * Specifies if the material uses a texture
  19528. * @param texture defines the texture to check against the material
  19529. * @returns a boolean specifying if the material uses the texture
  19530. */
  19531. hasTexture(texture: BaseTexture): boolean;
  19532. /**
  19533. * Makes a duplicate of the material, and gives it a new name
  19534. * @param name defines the new name for the duplicated material
  19535. * @returns the cloned material
  19536. */
  19537. clone(name: string): ShaderMaterial;
  19538. /**
  19539. * Disposes the material
  19540. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19541. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19542. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19543. */
  19544. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19545. /**
  19546. * Serializes this material in a JSON representation
  19547. * @returns the serialized material object
  19548. */
  19549. serialize(): any;
  19550. /**
  19551. * Creates a shader material from parsed shader material data
  19552. * @param source defines the JSON represnetation of the material
  19553. * @param scene defines the hosting scene
  19554. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19555. * @returns a new material
  19556. */
  19557. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19558. }
  19559. }
  19560. declare module "babylonjs/Shaders/color.fragment" {
  19561. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19563. /** @hidden */
  19564. export var colorPixelShader: {
  19565. name: string;
  19566. shader: string;
  19567. };
  19568. }
  19569. declare module "babylonjs/Shaders/color.vertex" {
  19570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19576. /** @hidden */
  19577. export var colorVertexShader: {
  19578. name: string;
  19579. shader: string;
  19580. };
  19581. }
  19582. declare module "babylonjs/Meshes/linesMesh" {
  19583. import { Nullable } from "babylonjs/types";
  19584. import { Scene } from "babylonjs/scene";
  19585. import { Color3 } from "babylonjs/Maths/math.color";
  19586. import { Node } from "babylonjs/node";
  19587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19588. import { Mesh } from "babylonjs/Meshes/mesh";
  19589. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19590. import { Effect } from "babylonjs/Materials/effect";
  19591. import { Material } from "babylonjs/Materials/material";
  19592. import "babylonjs/Shaders/color.fragment";
  19593. import "babylonjs/Shaders/color.vertex";
  19594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19595. /**
  19596. * Line mesh
  19597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19598. */
  19599. export class LinesMesh extends Mesh {
  19600. /**
  19601. * If vertex color should be applied to the mesh
  19602. */
  19603. readonly useVertexColor?: boolean | undefined;
  19604. /**
  19605. * If vertex alpha should be applied to the mesh
  19606. */
  19607. readonly useVertexAlpha?: boolean | undefined;
  19608. /**
  19609. * Color of the line (Default: White)
  19610. */
  19611. color: Color3;
  19612. /**
  19613. * Alpha of the line (Default: 1)
  19614. */
  19615. alpha: number;
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Default value is 0.1
  19620. */
  19621. intersectionThreshold: number;
  19622. private _colorShader;
  19623. private color4;
  19624. /**
  19625. * Creates a new LinesMesh
  19626. * @param name defines the name
  19627. * @param scene defines the hosting scene
  19628. * @param parent defines the parent mesh if any
  19629. * @param source defines the optional source LinesMesh used to clone data from
  19630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19631. * When false, achieved by calling a clone(), also passing False.
  19632. * This will make creation of children, recursive.
  19633. * @param useVertexColor defines if this LinesMesh supports vertex color
  19634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19635. */
  19636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19637. /**
  19638. * If vertex color should be applied to the mesh
  19639. */
  19640. useVertexColor?: boolean | undefined,
  19641. /**
  19642. * If vertex alpha should be applied to the mesh
  19643. */
  19644. useVertexAlpha?: boolean | undefined);
  19645. private _addClipPlaneDefine;
  19646. private _removeClipPlaneDefine;
  19647. isReady(): boolean;
  19648. /**
  19649. * Returns the string "LineMesh"
  19650. */
  19651. getClassName(): string;
  19652. /**
  19653. * @hidden
  19654. */
  19655. /**
  19656. * @hidden
  19657. */
  19658. material: Material;
  19659. /**
  19660. * @hidden
  19661. */
  19662. readonly checkCollisions: boolean;
  19663. /** @hidden */
  19664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19665. /** @hidden */
  19666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19667. /**
  19668. * Disposes of the line mesh
  19669. * @param doNotRecurse If children should be disposed
  19670. */
  19671. dispose(doNotRecurse?: boolean): void;
  19672. /**
  19673. * Returns a new LineMesh object cloned from the current one.
  19674. */
  19675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19676. /**
  19677. * Creates a new InstancedLinesMesh object from the mesh model.
  19678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19679. * @param name defines the name of the new instance
  19680. * @returns a new InstancedLinesMesh
  19681. */
  19682. createInstance(name: string): InstancedLinesMesh;
  19683. }
  19684. /**
  19685. * Creates an instance based on a source LinesMesh
  19686. */
  19687. export class InstancedLinesMesh extends InstancedMesh {
  19688. /**
  19689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19690. * This margin is expressed in world space coordinates, so its value may vary.
  19691. * Initilized with the intersectionThreshold value of the source LinesMesh
  19692. */
  19693. intersectionThreshold: number;
  19694. constructor(name: string, source: LinesMesh);
  19695. /**
  19696. * Returns the string "InstancedLinesMesh".
  19697. */
  19698. getClassName(): string;
  19699. }
  19700. }
  19701. declare module "babylonjs/Shaders/line.fragment" {
  19702. /** @hidden */
  19703. export var linePixelShader: {
  19704. name: string;
  19705. shader: string;
  19706. };
  19707. }
  19708. declare module "babylonjs/Shaders/line.vertex" {
  19709. /** @hidden */
  19710. export var lineVertexShader: {
  19711. name: string;
  19712. shader: string;
  19713. };
  19714. }
  19715. declare module "babylonjs/Rendering/edgesRenderer" {
  19716. import { Nullable } from "babylonjs/types";
  19717. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19719. import { Vector3 } from "babylonjs/Maths/math.vector";
  19720. import { IDisposable } from "babylonjs/scene";
  19721. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19722. import "babylonjs/Shaders/line.fragment";
  19723. import "babylonjs/Shaders/line.vertex";
  19724. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19725. module "babylonjs/Meshes/abstractMesh" {
  19726. interface AbstractMesh {
  19727. /**
  19728. * Gets the edgesRenderer associated with the mesh
  19729. */
  19730. edgesRenderer: Nullable<EdgesRenderer>;
  19731. }
  19732. }
  19733. module "babylonjs/Meshes/linesMesh" {
  19734. interface LinesMesh {
  19735. /**
  19736. * Enables the edge rendering mode on the mesh.
  19737. * This mode makes the mesh edges visible
  19738. * @param epsilon defines the maximal distance between two angles to detect a face
  19739. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19740. * @returns the currentAbstractMesh
  19741. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19742. */
  19743. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19744. }
  19745. }
  19746. module "babylonjs/Meshes/linesMesh" {
  19747. interface InstancedLinesMesh {
  19748. /**
  19749. * Enables the edge rendering mode on the mesh.
  19750. * This mode makes the mesh edges visible
  19751. * @param epsilon defines the maximal distance between two angles to detect a face
  19752. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19753. * @returns the current InstancedLinesMesh
  19754. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19755. */
  19756. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19757. }
  19758. }
  19759. /**
  19760. * Defines the minimum contract an Edges renderer should follow.
  19761. */
  19762. export interface IEdgesRenderer extends IDisposable {
  19763. /**
  19764. * Gets or sets a boolean indicating if the edgesRenderer is active
  19765. */
  19766. isEnabled: boolean;
  19767. /**
  19768. * Renders the edges of the attached mesh,
  19769. */
  19770. render(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. }
  19777. /**
  19778. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19779. */
  19780. export class EdgesRenderer implements IEdgesRenderer {
  19781. /**
  19782. * Define the size of the edges with an orthographic camera
  19783. */
  19784. edgesWidthScalerForOrthographic: number;
  19785. /**
  19786. * Define the size of the edges with a perspective camera
  19787. */
  19788. edgesWidthScalerForPerspective: number;
  19789. protected _source: AbstractMesh;
  19790. protected _linesPositions: number[];
  19791. protected _linesNormals: number[];
  19792. protected _linesIndices: number[];
  19793. protected _epsilon: number;
  19794. protected _indicesCount: number;
  19795. protected _lineShader: ShaderMaterial;
  19796. protected _ib: DataBuffer;
  19797. protected _buffers: {
  19798. [key: string]: Nullable<VertexBuffer>;
  19799. };
  19800. protected _checkVerticesInsteadOfIndices: boolean;
  19801. private _meshRebuildObserver;
  19802. private _meshDisposeObserver;
  19803. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19804. isEnabled: boolean;
  19805. /**
  19806. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19807. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19808. * @param source Mesh used to create edges
  19809. * @param epsilon sum of angles in adjacency to check for edge
  19810. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19811. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19812. */
  19813. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19814. protected _prepareRessources(): void;
  19815. /** @hidden */
  19816. _rebuild(): void;
  19817. /**
  19818. * Releases the required resources for the edges renderer
  19819. */
  19820. dispose(): void;
  19821. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19822. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19823. /**
  19824. * Checks if the pair of p0 and p1 is en edge
  19825. * @param faceIndex
  19826. * @param edge
  19827. * @param faceNormals
  19828. * @param p0
  19829. * @param p1
  19830. * @private
  19831. */
  19832. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19833. /**
  19834. * push line into the position, normal and index buffer
  19835. * @protected
  19836. */
  19837. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19838. /**
  19839. * Generates lines edges from adjacencjes
  19840. * @private
  19841. */
  19842. _generateEdgesLines(): void;
  19843. /**
  19844. * Checks wether or not the edges renderer is ready to render.
  19845. * @return true if ready, otherwise false.
  19846. */
  19847. isReady(): boolean;
  19848. /**
  19849. * Renders the edges of the attached mesh,
  19850. */
  19851. render(): void;
  19852. }
  19853. /**
  19854. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19855. */
  19856. export class LineEdgesRenderer extends EdgesRenderer {
  19857. /**
  19858. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19859. * @param source LineMesh used to generate edges
  19860. * @param epsilon not important (specified angle for edge detection)
  19861. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19862. */
  19863. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19864. /**
  19865. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19866. */
  19867. _generateEdgesLines(): void;
  19868. }
  19869. }
  19870. declare module "babylonjs/Rendering/renderingGroup" {
  19871. import { SmartArray } from "babylonjs/Misc/smartArray";
  19872. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19874. import { Nullable } from "babylonjs/types";
  19875. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19876. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19877. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19878. import { Material } from "babylonjs/Materials/material";
  19879. import { Scene } from "babylonjs/scene";
  19880. /**
  19881. * This represents the object necessary to create a rendering group.
  19882. * This is exclusively used and created by the rendering manager.
  19883. * To modify the behavior, you use the available helpers in your scene or meshes.
  19884. * @hidden
  19885. */
  19886. export class RenderingGroup {
  19887. index: number;
  19888. private static _zeroVector;
  19889. private _scene;
  19890. private _opaqueSubMeshes;
  19891. private _transparentSubMeshes;
  19892. private _alphaTestSubMeshes;
  19893. private _depthOnlySubMeshes;
  19894. private _particleSystems;
  19895. private _spriteManagers;
  19896. private _opaqueSortCompareFn;
  19897. private _alphaTestSortCompareFn;
  19898. private _transparentSortCompareFn;
  19899. private _renderOpaque;
  19900. private _renderAlphaTest;
  19901. private _renderTransparent;
  19902. /** @hidden */
  19903. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19904. onBeforeTransparentRendering: () => void;
  19905. /**
  19906. * Set the opaque sort comparison function.
  19907. * If null the sub meshes will be render in the order they were created
  19908. */
  19909. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19910. /**
  19911. * Set the alpha test sort comparison function.
  19912. * If null the sub meshes will be render in the order they were created
  19913. */
  19914. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19915. /**
  19916. * Set the transparent sort comparison function.
  19917. * If null the sub meshes will be render in the order they were created
  19918. */
  19919. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19920. /**
  19921. * Creates a new rendering group.
  19922. * @param index The rendering group index
  19923. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19924. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19925. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19926. */
  19927. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19928. /**
  19929. * Render all the sub meshes contained in the group.
  19930. * @param customRenderFunction Used to override the default render behaviour of the group.
  19931. * @returns true if rendered some submeshes.
  19932. */
  19933. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19934. /**
  19935. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19936. * @param subMeshes The submeshes to render
  19937. */
  19938. private renderOpaqueSorted;
  19939. /**
  19940. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19941. * @param subMeshes The submeshes to render
  19942. */
  19943. private renderAlphaTestSorted;
  19944. /**
  19945. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19946. * @param subMeshes The submeshes to render
  19947. */
  19948. private renderTransparentSorted;
  19949. /**
  19950. * Renders the submeshes in a specified order.
  19951. * @param subMeshes The submeshes to sort before render
  19952. * @param sortCompareFn The comparison function use to sort
  19953. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19954. * @param transparent Specifies to activate blending if true
  19955. */
  19956. private static renderSorted;
  19957. /**
  19958. * Renders the submeshes in the order they were dispatched (no sort applied).
  19959. * @param subMeshes The submeshes to render
  19960. */
  19961. private static renderUnsorted;
  19962. /**
  19963. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19964. * are rendered back to front if in the same alpha index.
  19965. *
  19966. * @param a The first submesh
  19967. * @param b The second submesh
  19968. * @returns The result of the comparison
  19969. */
  19970. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19971. /**
  19972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19973. * are rendered back to front.
  19974. *
  19975. * @param a The first submesh
  19976. * @param b The second submesh
  19977. * @returns The result of the comparison
  19978. */
  19979. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19980. /**
  19981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19982. * are rendered front to back (prevent overdraw).
  19983. *
  19984. * @param a The first submesh
  19985. * @param b The second submesh
  19986. * @returns The result of the comparison
  19987. */
  19988. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19989. /**
  19990. * Resets the different lists of submeshes to prepare a new frame.
  19991. */
  19992. prepare(): void;
  19993. dispose(): void;
  19994. /**
  19995. * Inserts the submesh in its correct queue depending on its material.
  19996. * @param subMesh The submesh to dispatch
  19997. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19998. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19999. */
  20000. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20001. dispatchSprites(spriteManager: ISpriteManager): void;
  20002. dispatchParticles(particleSystem: IParticleSystem): void;
  20003. private _renderParticles;
  20004. private _renderSprites;
  20005. }
  20006. }
  20007. declare module "babylonjs/Rendering/renderingManager" {
  20008. import { Nullable } from "babylonjs/types";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20011. import { SmartArray } from "babylonjs/Misc/smartArray";
  20012. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20013. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20014. import { Material } from "babylonjs/Materials/material";
  20015. import { Scene } from "babylonjs/scene";
  20016. import { Camera } from "babylonjs/Cameras/camera";
  20017. /**
  20018. * Interface describing the different options available in the rendering manager
  20019. * regarding Auto Clear between groups.
  20020. */
  20021. export interface IRenderingManagerAutoClearSetup {
  20022. /**
  20023. * Defines whether or not autoclear is enable.
  20024. */
  20025. autoClear: boolean;
  20026. /**
  20027. * Defines whether or not to autoclear the depth buffer.
  20028. */
  20029. depth: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the stencil buffer.
  20032. */
  20033. stencil: boolean;
  20034. }
  20035. /**
  20036. * This class is used by the onRenderingGroupObservable
  20037. */
  20038. export class RenderingGroupInfo {
  20039. /**
  20040. * The Scene that being rendered
  20041. */
  20042. scene: Scene;
  20043. /**
  20044. * The camera currently used for the rendering pass
  20045. */
  20046. camera: Nullable<Camera>;
  20047. /**
  20048. * The ID of the renderingGroup being processed
  20049. */
  20050. renderingGroupId: number;
  20051. }
  20052. /**
  20053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20054. * It is enable to manage the different groups as well as the different necessary sort functions.
  20055. * This should not be used directly aside of the few static configurations
  20056. */
  20057. export class RenderingManager {
  20058. /**
  20059. * The max id used for rendering groups (not included)
  20060. */
  20061. static MAX_RENDERINGGROUPS: number;
  20062. /**
  20063. * The min id used for rendering groups (included)
  20064. */
  20065. static MIN_RENDERINGGROUPS: number;
  20066. /**
  20067. * Used to globally prevent autoclearing scenes.
  20068. */
  20069. static AUTOCLEAR: boolean;
  20070. /**
  20071. * @hidden
  20072. */
  20073. _useSceneAutoClearSetup: boolean;
  20074. private _scene;
  20075. private _renderingGroups;
  20076. private _depthStencilBufferAlreadyCleaned;
  20077. private _autoClearDepthStencil;
  20078. private _customOpaqueSortCompareFn;
  20079. private _customAlphaTestSortCompareFn;
  20080. private _customTransparentSortCompareFn;
  20081. private _renderingGroupInfo;
  20082. /**
  20083. * Instantiates a new rendering group for a particular scene
  20084. * @param scene Defines the scene the groups belongs to
  20085. */
  20086. constructor(scene: Scene);
  20087. private _clearDepthStencilBuffer;
  20088. /**
  20089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20090. * @hidden
  20091. */
  20092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20093. /**
  20094. * Resets the different information of the group to prepare a new frame
  20095. * @hidden
  20096. */
  20097. reset(): void;
  20098. /**
  20099. * Dispose and release the group and its associated resources.
  20100. * @hidden
  20101. */
  20102. dispose(): void;
  20103. /**
  20104. * Clear the info related to rendering groups preventing retention points during dispose.
  20105. */
  20106. freeRenderingGroups(): void;
  20107. private _prepareRenderingGroup;
  20108. /**
  20109. * Add a sprite manager to the rendering manager in order to render it this frame.
  20110. * @param spriteManager Define the sprite manager to render
  20111. */
  20112. dispatchSprites(spriteManager: ISpriteManager): void;
  20113. /**
  20114. * Add a particle system to the rendering manager in order to render it this frame.
  20115. * @param particleSystem Define the particle system to render
  20116. */
  20117. dispatchParticles(particleSystem: IParticleSystem): void;
  20118. /**
  20119. * Add a submesh to the manager in order to render it this frame
  20120. * @param subMesh The submesh to dispatch
  20121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20123. */
  20124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20125. /**
  20126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20127. * This allowed control for front to back rendering or reversly depending of the special needs.
  20128. *
  20129. * @param renderingGroupId The rendering group id corresponding to its index
  20130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20133. */
  20134. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20135. /**
  20136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20137. *
  20138. * @param renderingGroupId The rendering group id corresponding to its index
  20139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20142. */
  20143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20144. /**
  20145. * Gets the current auto clear configuration for one rendering group of the rendering
  20146. * manager.
  20147. * @param index the rendering group index to get the information for
  20148. * @returns The auto clear setup for the requested rendering group
  20149. */
  20150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20151. }
  20152. }
  20153. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20154. import { Observable } from "babylonjs/Misc/observable";
  20155. import { SmartArray } from "babylonjs/Misc/smartArray";
  20156. import { Nullable } from "babylonjs/types";
  20157. import { Camera } from "babylonjs/Cameras/camera";
  20158. import { Scene } from "babylonjs/scene";
  20159. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20160. import { Color4 } from "babylonjs/Maths/math.color";
  20161. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20165. import { Texture } from "babylonjs/Materials/Textures/texture";
  20166. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20167. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20168. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20169. import { Engine } from "babylonjs/Engines/engine";
  20170. /**
  20171. * This Helps creating a texture that will be created from a camera in your scene.
  20172. * It is basically a dynamic texture that could be used to create special effects for instance.
  20173. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20174. */
  20175. export class RenderTargetTexture extends Texture {
  20176. isCube: boolean;
  20177. /**
  20178. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20179. */
  20180. static readonly REFRESHRATE_RENDER_ONCE: number;
  20181. /**
  20182. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20185. /**
  20186. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20187. * the central point of your effect and can save a lot of performances.
  20188. */
  20189. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20190. /**
  20191. * Use this predicate to dynamically define the list of mesh you want to render.
  20192. * If set, the renderList property will be overwritten.
  20193. */
  20194. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20195. private _renderList;
  20196. /**
  20197. * Use this list to define the list of mesh you want to render.
  20198. */
  20199. renderList: Nullable<Array<AbstractMesh>>;
  20200. private _hookArray;
  20201. /**
  20202. * Define if particles should be rendered in your texture.
  20203. */
  20204. renderParticles: boolean;
  20205. /**
  20206. * Define if sprites should be rendered in your texture.
  20207. */
  20208. renderSprites: boolean;
  20209. /**
  20210. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20211. */
  20212. coordinatesMode: number;
  20213. /**
  20214. * Define the camera used to render the texture.
  20215. */
  20216. activeCamera: Nullable<Camera>;
  20217. /**
  20218. * Override the render function of the texture with your own one.
  20219. */
  20220. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20221. /**
  20222. * Define if camera post processes should be use while rendering the texture.
  20223. */
  20224. useCameraPostProcesses: boolean;
  20225. /**
  20226. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20227. */
  20228. ignoreCameraViewport: boolean;
  20229. private _postProcessManager;
  20230. private _postProcesses;
  20231. private _resizeObserver;
  20232. /**
  20233. * An event triggered when the texture is unbind.
  20234. */
  20235. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20240. private _onAfterUnbindObserver;
  20241. /**
  20242. * Set a after unbind callback in the texture.
  20243. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20244. */
  20245. onAfterUnbind: () => void;
  20246. /**
  20247. * An event triggered before rendering the texture
  20248. */
  20249. onBeforeRenderObservable: Observable<number>;
  20250. private _onBeforeRenderObserver;
  20251. /**
  20252. * Set a before render callback in the texture.
  20253. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20254. */
  20255. onBeforeRender: (faceIndex: number) => void;
  20256. /**
  20257. * An event triggered after rendering the texture
  20258. */
  20259. onAfterRenderObservable: Observable<number>;
  20260. private _onAfterRenderObserver;
  20261. /**
  20262. * Set a after render callback in the texture.
  20263. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20264. */
  20265. onAfterRender: (faceIndex: number) => void;
  20266. /**
  20267. * An event triggered after the texture clear
  20268. */
  20269. onClearObservable: Observable<Engine>;
  20270. private _onClearObserver;
  20271. /**
  20272. * Set a clear callback in the texture.
  20273. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20274. */
  20275. onClear: (Engine: Engine) => void;
  20276. /**
  20277. * An event triggered when the texture is resized.
  20278. */
  20279. onResizeObservable: Observable<RenderTargetTexture>;
  20280. /**
  20281. * Define the clear color of the Render Target if it should be different from the scene.
  20282. */
  20283. clearColor: Color4;
  20284. protected _size: number | {
  20285. width: number;
  20286. height: number;
  20287. };
  20288. protected _initialSizeParameter: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. };
  20294. protected _sizeRatio: Nullable<number>;
  20295. /** @hidden */
  20296. _generateMipMaps: boolean;
  20297. protected _renderingManager: RenderingManager;
  20298. /** @hidden */
  20299. _waitingRenderList: string[];
  20300. protected _doNotChangeAspectRatio: boolean;
  20301. protected _currentRefreshId: number;
  20302. protected _refreshRate: number;
  20303. protected _textureMatrix: Matrix;
  20304. protected _samples: number;
  20305. protected _renderTargetOptions: RenderTargetCreationOptions;
  20306. /**
  20307. * Gets render target creation options that were used.
  20308. */
  20309. readonly renderTargetOptions: RenderTargetCreationOptions;
  20310. protected _engine: Engine;
  20311. protected _onRatioRescale(): void;
  20312. /**
  20313. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20314. * It must define where the camera used to render the texture is set
  20315. */
  20316. boundingBoxPosition: Vector3;
  20317. private _boundingBoxSize;
  20318. /**
  20319. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20320. * When defined, the cubemap will switch to local mode
  20321. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20322. * @example https://www.babylonjs-playground.com/#RNASML
  20323. */
  20324. boundingBoxSize: Vector3;
  20325. /**
  20326. * In case the RTT has been created with a depth texture, get the associated
  20327. * depth texture.
  20328. * Otherwise, return null.
  20329. */
  20330. depthStencilTexture: Nullable<InternalTexture>;
  20331. /**
  20332. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20333. * or used a shadow, depth texture...
  20334. * @param name The friendly name of the texture
  20335. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20336. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20337. * @param generateMipMaps True if mip maps need to be generated after render.
  20338. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20339. * @param type The type of the buffer in the RTT (int, half float, float...)
  20340. * @param isCube True if a cube texture needs to be created
  20341. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20342. * @param generateDepthBuffer True to generate a depth buffer
  20343. * @param generateStencilBuffer True to generate a stencil buffer
  20344. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20345. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20347. */
  20348. constructor(name: string, size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20354. /**
  20355. * Creates a depth stencil texture.
  20356. * This is only available in WebGL 2 or with the depth texture extension available.
  20357. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20358. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20359. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20360. */
  20361. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20362. private _processSizeParameter;
  20363. /**
  20364. * Define the number of samples to use in case of MSAA.
  20365. * It defaults to one meaning no MSAA has been enabled.
  20366. */
  20367. samples: number;
  20368. /**
  20369. * Resets the refresh counter of the texture and start bak from scratch.
  20370. * Could be useful to regenerate the texture if it is setup to render only once.
  20371. */
  20372. resetRefreshCounter(): void;
  20373. /**
  20374. * Define the refresh rate of the texture or the rendering frequency.
  20375. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20376. */
  20377. refreshRate: number;
  20378. /**
  20379. * Adds a post process to the render target rendering passes.
  20380. * @param postProcess define the post process to add
  20381. */
  20382. addPostProcess(postProcess: PostProcess): void;
  20383. /**
  20384. * Clear all the post processes attached to the render target
  20385. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20386. */
  20387. clearPostProcesses(dispose?: boolean): void;
  20388. /**
  20389. * Remove one of the post process from the list of attached post processes to the texture
  20390. * @param postProcess define the post process to remove from the list
  20391. */
  20392. removePostProcess(postProcess: PostProcess): void;
  20393. /** @hidden */
  20394. _shouldRender(): boolean;
  20395. /**
  20396. * Gets the actual render size of the texture.
  20397. * @returns the width of the render size
  20398. */
  20399. getRenderSize(): number;
  20400. /**
  20401. * Gets the actual render width of the texture.
  20402. * @returns the width of the render size
  20403. */
  20404. getRenderWidth(): number;
  20405. /**
  20406. * Gets the actual render height of the texture.
  20407. * @returns the height of the render size
  20408. */
  20409. getRenderHeight(): number;
  20410. /**
  20411. * Get if the texture can be rescaled or not.
  20412. */
  20413. readonly canRescale: boolean;
  20414. /**
  20415. * Resize the texture using a ratio.
  20416. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20417. */
  20418. scale(ratio: number): void;
  20419. /**
  20420. * Get the texture reflection matrix used to rotate/transform the reflection.
  20421. * @returns the reflection matrix
  20422. */
  20423. getReflectionTextureMatrix(): Matrix;
  20424. /**
  20425. * Resize the texture to a new desired size.
  20426. * Be carrefull as it will recreate all the data in the new texture.
  20427. * @param size Define the new size. It can be:
  20428. * - a number for squared texture,
  20429. * - an object containing { width: number, height: number }
  20430. * - or an object containing a ratio { ratio: number }
  20431. */
  20432. resize(size: number | {
  20433. width: number;
  20434. height: number;
  20435. } | {
  20436. ratio: number;
  20437. }): void;
  20438. /**
  20439. * Renders all the objects from the render list into the texture.
  20440. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20441. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20442. */
  20443. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20444. private _bestReflectionRenderTargetDimension;
  20445. /**
  20446. * @hidden
  20447. * @param faceIndex face index to bind to if this is a cubetexture
  20448. */
  20449. _bindFrameBuffer(faceIndex?: number): void;
  20450. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20451. private renderToTarget;
  20452. /**
  20453. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20454. * This allowed control for front to back rendering or reversly depending of the special needs.
  20455. *
  20456. * @param renderingGroupId The rendering group id corresponding to its index
  20457. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20458. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20459. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20460. */
  20461. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20462. /**
  20463. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20464. *
  20465. * @param renderingGroupId The rendering group id corresponding to its index
  20466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20467. */
  20468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20469. /**
  20470. * Clones the texture.
  20471. * @returns the cloned texture
  20472. */
  20473. clone(): RenderTargetTexture;
  20474. /**
  20475. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20476. * @returns The JSON representation of the texture
  20477. */
  20478. serialize(): any;
  20479. /**
  20480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20481. */
  20482. disposeFramebufferObjects(): void;
  20483. /**
  20484. * Dispose the texture and release its associated resources.
  20485. */
  20486. dispose(): void;
  20487. /** @hidden */
  20488. _rebuild(): void;
  20489. /**
  20490. * Clear the info related to rendering groups preventing retention point in material dispose.
  20491. */
  20492. freeRenderingGroups(): void;
  20493. /**
  20494. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20495. * @returns the view count
  20496. */
  20497. getViewCount(): number;
  20498. }
  20499. }
  20500. declare module "babylonjs/Materials/material" {
  20501. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20502. import { SmartArray } from "babylonjs/Misc/smartArray";
  20503. import { Observable } from "babylonjs/Misc/observable";
  20504. import { Nullable } from "babylonjs/types";
  20505. import { Scene } from "babylonjs/scene";
  20506. import { Matrix } from "babylonjs/Maths/math.vector";
  20507. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20509. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20510. import { Effect } from "babylonjs/Materials/effect";
  20511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20513. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20514. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20515. import { Mesh } from "babylonjs/Meshes/mesh";
  20516. import { Animation } from "babylonjs/Animations/animation";
  20517. /**
  20518. * Base class for the main features of a material in Babylon.js
  20519. */
  20520. export class Material implements IAnimatable {
  20521. /**
  20522. * Returns the triangle fill mode
  20523. */
  20524. static readonly TriangleFillMode: number;
  20525. /**
  20526. * Returns the wireframe mode
  20527. */
  20528. static readonly WireFrameFillMode: number;
  20529. /**
  20530. * Returns the point fill mode
  20531. */
  20532. static readonly PointFillMode: number;
  20533. /**
  20534. * Returns the point list draw mode
  20535. */
  20536. static readonly PointListDrawMode: number;
  20537. /**
  20538. * Returns the line list draw mode
  20539. */
  20540. static readonly LineListDrawMode: number;
  20541. /**
  20542. * Returns the line loop draw mode
  20543. */
  20544. static readonly LineLoopDrawMode: number;
  20545. /**
  20546. * Returns the line strip draw mode
  20547. */
  20548. static readonly LineStripDrawMode: number;
  20549. /**
  20550. * Returns the triangle strip draw mode
  20551. */
  20552. static readonly TriangleStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle fan draw mode
  20555. */
  20556. static readonly TriangleFanDrawMode: number;
  20557. /**
  20558. * Stores the clock-wise side orientation
  20559. */
  20560. static readonly ClockWiseSideOrientation: number;
  20561. /**
  20562. * Stores the counter clock-wise side orientation
  20563. */
  20564. static readonly CounterClockWiseSideOrientation: number;
  20565. /**
  20566. * The dirty texture flag value
  20567. */
  20568. static readonly TextureDirtyFlag: number;
  20569. /**
  20570. * The dirty light flag value
  20571. */
  20572. static readonly LightDirtyFlag: number;
  20573. /**
  20574. * The dirty fresnel flag value
  20575. */
  20576. static readonly FresnelDirtyFlag: number;
  20577. /**
  20578. * The dirty attribute flag value
  20579. */
  20580. static readonly AttributesDirtyFlag: number;
  20581. /**
  20582. * The dirty misc flag value
  20583. */
  20584. static readonly MiscDirtyFlag: number;
  20585. /**
  20586. * The all dirty flag value
  20587. */
  20588. static readonly AllDirtyFlag: number;
  20589. /**
  20590. * The ID of the material
  20591. */
  20592. id: string;
  20593. /**
  20594. * Gets or sets the unique id of the material
  20595. */
  20596. uniqueId: number;
  20597. /**
  20598. * The name of the material
  20599. */
  20600. name: string;
  20601. /**
  20602. * Gets or sets user defined metadata
  20603. */
  20604. metadata: any;
  20605. /**
  20606. * For internal use only. Please do not use.
  20607. */
  20608. reservedDataStore: any;
  20609. /**
  20610. * Specifies if the ready state should be checked on each call
  20611. */
  20612. checkReadyOnEveryCall: boolean;
  20613. /**
  20614. * Specifies if the ready state should be checked once
  20615. */
  20616. checkReadyOnlyOnce: boolean;
  20617. /**
  20618. * The state of the material
  20619. */
  20620. state: string;
  20621. /**
  20622. * The alpha value of the material
  20623. */
  20624. protected _alpha: number;
  20625. /**
  20626. * List of inspectable custom properties (used by the Inspector)
  20627. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20628. */
  20629. inspectableCustomProperties: IInspectable[];
  20630. /**
  20631. * Sets the alpha value of the material
  20632. */
  20633. /**
  20634. * Gets the alpha value of the material
  20635. */
  20636. alpha: number;
  20637. /**
  20638. * Specifies if back face culling is enabled
  20639. */
  20640. protected _backFaceCulling: boolean;
  20641. /**
  20642. * Sets the back-face culling state
  20643. */
  20644. /**
  20645. * Gets the back-face culling state
  20646. */
  20647. backFaceCulling: boolean;
  20648. /**
  20649. * Stores the value for side orientation
  20650. */
  20651. sideOrientation: number;
  20652. /**
  20653. * Callback triggered when the material is compiled
  20654. */
  20655. onCompiled: Nullable<(effect: Effect) => void>;
  20656. /**
  20657. * Callback triggered when an error occurs
  20658. */
  20659. onError: Nullable<(effect: Effect, errors: string) => void>;
  20660. /**
  20661. * Callback triggered to get the render target textures
  20662. */
  20663. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20664. /**
  20665. * Gets a boolean indicating that current material needs to register RTT
  20666. */
  20667. readonly hasRenderTargetTextures: boolean;
  20668. /**
  20669. * Specifies if the material should be serialized
  20670. */
  20671. doNotSerialize: boolean;
  20672. /**
  20673. * @hidden
  20674. */
  20675. _storeEffectOnSubMeshes: boolean;
  20676. /**
  20677. * Stores the animations for the material
  20678. */
  20679. animations: Nullable<Array<Animation>>;
  20680. /**
  20681. * An event triggered when the material is disposed
  20682. */
  20683. onDisposeObservable: Observable<Material>;
  20684. /**
  20685. * An observer which watches for dispose events
  20686. */
  20687. private _onDisposeObserver;
  20688. private _onUnBindObservable;
  20689. /**
  20690. * Called during a dispose event
  20691. */
  20692. onDispose: () => void;
  20693. private _onBindObservable;
  20694. /**
  20695. * An event triggered when the material is bound
  20696. */
  20697. readonly onBindObservable: Observable<AbstractMesh>;
  20698. /**
  20699. * An observer which watches for bind events
  20700. */
  20701. private _onBindObserver;
  20702. /**
  20703. * Called during a bind event
  20704. */
  20705. onBind: (Mesh: AbstractMesh) => void;
  20706. /**
  20707. * An event triggered when the material is unbound
  20708. */
  20709. readonly onUnBindObservable: Observable<Material>;
  20710. /**
  20711. * Stores the value of the alpha mode
  20712. */
  20713. private _alphaMode;
  20714. /**
  20715. * Sets the value of the alpha mode.
  20716. *
  20717. * | Value | Type | Description |
  20718. * | --- | --- | --- |
  20719. * | 0 | ALPHA_DISABLE | |
  20720. * | 1 | ALPHA_ADD | |
  20721. * | 2 | ALPHA_COMBINE | |
  20722. * | 3 | ALPHA_SUBTRACT | |
  20723. * | 4 | ALPHA_MULTIPLY | |
  20724. * | 5 | ALPHA_MAXIMIZED | |
  20725. * | 6 | ALPHA_ONEONE | |
  20726. * | 7 | ALPHA_PREMULTIPLIED | |
  20727. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20728. * | 9 | ALPHA_INTERPOLATE | |
  20729. * | 10 | ALPHA_SCREENMODE | |
  20730. *
  20731. */
  20732. /**
  20733. * Gets the value of the alpha mode
  20734. */
  20735. alphaMode: number;
  20736. /**
  20737. * Stores the state of the need depth pre-pass value
  20738. */
  20739. private _needDepthPrePass;
  20740. /**
  20741. * Sets the need depth pre-pass value
  20742. */
  20743. /**
  20744. * Gets the depth pre-pass value
  20745. */
  20746. needDepthPrePass: boolean;
  20747. /**
  20748. * Specifies if depth writing should be disabled
  20749. */
  20750. disableDepthWrite: boolean;
  20751. /**
  20752. * Specifies if depth writing should be forced
  20753. */
  20754. forceDepthWrite: boolean;
  20755. /**
  20756. * Specifies if there should be a separate pass for culling
  20757. */
  20758. separateCullingPass: boolean;
  20759. /**
  20760. * Stores the state specifing if fog should be enabled
  20761. */
  20762. private _fogEnabled;
  20763. /**
  20764. * Sets the state for enabling fog
  20765. */
  20766. /**
  20767. * Gets the value of the fog enabled state
  20768. */
  20769. fogEnabled: boolean;
  20770. /**
  20771. * Stores the size of points
  20772. */
  20773. pointSize: number;
  20774. /**
  20775. * Stores the z offset value
  20776. */
  20777. zOffset: number;
  20778. /**
  20779. * Gets a value specifying if wireframe mode is enabled
  20780. */
  20781. /**
  20782. * Sets the state of wireframe mode
  20783. */
  20784. wireframe: boolean;
  20785. /**
  20786. * Gets the value specifying if point clouds are enabled
  20787. */
  20788. /**
  20789. * Sets the state of point cloud mode
  20790. */
  20791. pointsCloud: boolean;
  20792. /**
  20793. * Gets the material fill mode
  20794. */
  20795. /**
  20796. * Sets the material fill mode
  20797. */
  20798. fillMode: number;
  20799. /**
  20800. * @hidden
  20801. * Stores the effects for the material
  20802. */
  20803. _effect: Nullable<Effect>;
  20804. /**
  20805. * @hidden
  20806. * Specifies if the material was previously ready
  20807. */
  20808. _wasPreviouslyReady: boolean;
  20809. /**
  20810. * Specifies if uniform buffers should be used
  20811. */
  20812. private _useUBO;
  20813. /**
  20814. * Stores a reference to the scene
  20815. */
  20816. private _scene;
  20817. /**
  20818. * Stores the fill mode state
  20819. */
  20820. private _fillMode;
  20821. /**
  20822. * Specifies if the depth write state should be cached
  20823. */
  20824. private _cachedDepthWriteState;
  20825. /**
  20826. * Stores the uniform buffer
  20827. */
  20828. protected _uniformBuffer: UniformBuffer;
  20829. /** @hidden */
  20830. _indexInSceneMaterialArray: number;
  20831. /** @hidden */
  20832. meshMap: Nullable<{
  20833. [id: string]: AbstractMesh | undefined;
  20834. }>;
  20835. /**
  20836. * Creates a material instance
  20837. * @param name defines the name of the material
  20838. * @param scene defines the scene to reference
  20839. * @param doNotAdd specifies if the material should be added to the scene
  20840. */
  20841. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20842. /**
  20843. * Returns a string representation of the current material
  20844. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20845. * @returns a string with material information
  20846. */
  20847. toString(fullDetails?: boolean): string;
  20848. /**
  20849. * Gets the class name of the material
  20850. * @returns a string with the class name of the material
  20851. */
  20852. getClassName(): string;
  20853. /**
  20854. * Specifies if updates for the material been locked
  20855. */
  20856. readonly isFrozen: boolean;
  20857. /**
  20858. * Locks updates for the material
  20859. */
  20860. freeze(): void;
  20861. /**
  20862. * Unlocks updates for the material
  20863. */
  20864. unfreeze(): void;
  20865. /**
  20866. * Specifies if the material is ready to be used
  20867. * @param mesh defines the mesh to check
  20868. * @param useInstances specifies if instances should be used
  20869. * @returns a boolean indicating if the material is ready to be used
  20870. */
  20871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20872. /**
  20873. * Specifies that the submesh is ready to be used
  20874. * @param mesh defines the mesh to check
  20875. * @param subMesh defines which submesh to check
  20876. * @param useInstances specifies that instances should be used
  20877. * @returns a boolean indicating that the submesh is ready or not
  20878. */
  20879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20880. /**
  20881. * Returns the material effect
  20882. * @returns the effect associated with the material
  20883. */
  20884. getEffect(): Nullable<Effect>;
  20885. /**
  20886. * Returns the current scene
  20887. * @returns a Scene
  20888. */
  20889. getScene(): Scene;
  20890. /**
  20891. * Specifies if the material will require alpha blending
  20892. * @returns a boolean specifying if alpha blending is needed
  20893. */
  20894. needAlphaBlending(): boolean;
  20895. /**
  20896. * Specifies if the mesh will require alpha blending
  20897. * @param mesh defines the mesh to check
  20898. * @returns a boolean specifying if alpha blending is needed for the mesh
  20899. */
  20900. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20901. /**
  20902. * Specifies if this material should be rendered in alpha test mode
  20903. * @returns a boolean specifying if an alpha test is needed.
  20904. */
  20905. needAlphaTesting(): boolean;
  20906. /**
  20907. * Gets the texture used for the alpha test
  20908. * @returns the texture to use for alpha testing
  20909. */
  20910. getAlphaTestTexture(): Nullable<BaseTexture>;
  20911. /**
  20912. * Marks the material to indicate that it needs to be re-calculated
  20913. */
  20914. markDirty(): void;
  20915. /** @hidden */
  20916. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20917. /**
  20918. * Binds the material to the mesh
  20919. * @param world defines the world transformation matrix
  20920. * @param mesh defines the mesh to bind the material to
  20921. */
  20922. bind(world: Matrix, mesh?: Mesh): void;
  20923. /**
  20924. * Binds the submesh to the material
  20925. * @param world defines the world transformation matrix
  20926. * @param mesh defines the mesh containing the submesh
  20927. * @param subMesh defines the submesh to bind the material to
  20928. */
  20929. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20930. /**
  20931. * Binds the world matrix to the material
  20932. * @param world defines the world transformation matrix
  20933. */
  20934. bindOnlyWorldMatrix(world: Matrix): void;
  20935. /**
  20936. * Binds the scene's uniform buffer to the effect.
  20937. * @param effect defines the effect to bind to the scene uniform buffer
  20938. * @param sceneUbo defines the uniform buffer storing scene data
  20939. */
  20940. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20941. /**
  20942. * Binds the view matrix to the effect
  20943. * @param effect defines the effect to bind the view matrix to
  20944. */
  20945. bindView(effect: Effect): void;
  20946. /**
  20947. * Binds the view projection matrix to the effect
  20948. * @param effect defines the effect to bind the view projection matrix to
  20949. */
  20950. bindViewProjection(effect: Effect): void;
  20951. /**
  20952. * Specifies if material alpha testing should be turned on for the mesh
  20953. * @param mesh defines the mesh to check
  20954. */
  20955. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20956. /**
  20957. * Processes to execute after binding the material to a mesh
  20958. * @param mesh defines the rendered mesh
  20959. */
  20960. protected _afterBind(mesh?: Mesh): void;
  20961. /**
  20962. * Unbinds the material from the mesh
  20963. */
  20964. unbind(): void;
  20965. /**
  20966. * Gets the active textures from the material
  20967. * @returns an array of textures
  20968. */
  20969. getActiveTextures(): BaseTexture[];
  20970. /**
  20971. * Specifies if the material uses a texture
  20972. * @param texture defines the texture to check against the material
  20973. * @returns a boolean specifying if the material uses the texture
  20974. */
  20975. hasTexture(texture: BaseTexture): boolean;
  20976. /**
  20977. * Makes a duplicate of the material, and gives it a new name
  20978. * @param name defines the new name for the duplicated material
  20979. * @returns the cloned material
  20980. */
  20981. clone(name: string): Nullable<Material>;
  20982. /**
  20983. * Gets the meshes bound to the material
  20984. * @returns an array of meshes bound to the material
  20985. */
  20986. getBindedMeshes(): AbstractMesh[];
  20987. /**
  20988. * Force shader compilation
  20989. * @param mesh defines the mesh associated with this material
  20990. * @param onCompiled defines a function to execute once the material is compiled
  20991. * @param options defines the options to configure the compilation
  20992. */
  20993. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20994. clipPlane: boolean;
  20995. }>): void;
  20996. /**
  20997. * Force shader compilation
  20998. * @param mesh defines the mesh that will use this material
  20999. * @param options defines additional options for compiling the shaders
  21000. * @returns a promise that resolves when the compilation completes
  21001. */
  21002. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21003. clipPlane: boolean;
  21004. }>): Promise<void>;
  21005. private static readonly _AllDirtyCallBack;
  21006. private static readonly _ImageProcessingDirtyCallBack;
  21007. private static readonly _TextureDirtyCallBack;
  21008. private static readonly _FresnelDirtyCallBack;
  21009. private static readonly _MiscDirtyCallBack;
  21010. private static readonly _LightsDirtyCallBack;
  21011. private static readonly _AttributeDirtyCallBack;
  21012. private static _FresnelAndMiscDirtyCallBack;
  21013. private static _TextureAndMiscDirtyCallBack;
  21014. private static readonly _DirtyCallbackArray;
  21015. private static readonly _RunDirtyCallBacks;
  21016. /**
  21017. * Marks a define in the material to indicate that it needs to be re-computed
  21018. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21019. */
  21020. markAsDirty(flag: number): void;
  21021. /**
  21022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21023. * @param func defines a function which checks material defines against the submeshes
  21024. */
  21025. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21026. /**
  21027. * Indicates that we need to re-calculated for all submeshes
  21028. */
  21029. protected _markAllSubMeshesAsAllDirty(): void;
  21030. /**
  21031. * Indicates that image processing needs to be re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21034. /**
  21035. * Indicates that textures need to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsTexturesDirty(): void;
  21038. /**
  21039. * Indicates that fresnel needs to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsFresnelDirty(): void;
  21042. /**
  21043. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21046. /**
  21047. * Indicates that lights need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsLightsDirty(): void;
  21050. /**
  21051. * Indicates that attributes need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsAttributesDirty(): void;
  21054. /**
  21055. * Indicates that misc needs to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsMiscDirty(): void;
  21058. /**
  21059. * Indicates that textures and misc need to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21062. /**
  21063. * Disposes the material
  21064. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21065. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21066. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21067. */
  21068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21069. /** @hidden */
  21070. private releaseVertexArrayObject;
  21071. /**
  21072. * Serializes this material
  21073. * @returns the serialized material object
  21074. */
  21075. serialize(): any;
  21076. /**
  21077. * Creates a material from parsed material data
  21078. * @param parsedMaterial defines parsed material data
  21079. * @param scene defines the hosting scene
  21080. * @param rootUrl defines the root URL to use to load textures
  21081. * @returns a new material
  21082. */
  21083. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21084. }
  21085. }
  21086. declare module "babylonjs/Materials/multiMaterial" {
  21087. import { Nullable } from "babylonjs/types";
  21088. import { Scene } from "babylonjs/scene";
  21089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21090. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21091. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21092. import { Material } from "babylonjs/Materials/material";
  21093. /**
  21094. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21095. * separate meshes. This can be use to improve performances.
  21096. * @see http://doc.babylonjs.com/how_to/multi_materials
  21097. */
  21098. export class MultiMaterial extends Material {
  21099. private _subMaterials;
  21100. /**
  21101. * Gets or Sets the list of Materials used within the multi material.
  21102. * They need to be ordered according to the submeshes order in the associated mesh
  21103. */
  21104. subMaterials: Nullable<Material>[];
  21105. /**
  21106. * Function used to align with Node.getChildren()
  21107. * @returns the list of Materials used within the multi material
  21108. */
  21109. getChildren(): Nullable<Material>[];
  21110. /**
  21111. * Instantiates a new Multi Material
  21112. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21113. * separate meshes. This can be use to improve performances.
  21114. * @see http://doc.babylonjs.com/how_to/multi_materials
  21115. * @param name Define the name in the scene
  21116. * @param scene Define the scene the material belongs to
  21117. */
  21118. constructor(name: string, scene: Scene);
  21119. private _hookArray;
  21120. /**
  21121. * Get one of the submaterial by its index in the submaterials array
  21122. * @param index The index to look the sub material at
  21123. * @returns The Material if the index has been defined
  21124. */
  21125. getSubMaterial(index: number): Nullable<Material>;
  21126. /**
  21127. * Get the list of active textures for the whole sub materials list.
  21128. * @returns All the textures that will be used during the rendering
  21129. */
  21130. getActiveTextures(): BaseTexture[];
  21131. /**
  21132. * Gets the current class name of the material e.g. "MultiMaterial"
  21133. * Mainly use in serialization.
  21134. * @returns the class name
  21135. */
  21136. getClassName(): string;
  21137. /**
  21138. * Checks if the material is ready to render the requested sub mesh
  21139. * @param mesh Define the mesh the submesh belongs to
  21140. * @param subMesh Define the sub mesh to look readyness for
  21141. * @param useInstances Define whether or not the material is used with instances
  21142. * @returns true if ready, otherwise false
  21143. */
  21144. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21145. /**
  21146. * Clones the current material and its related sub materials
  21147. * @param name Define the name of the newly cloned material
  21148. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21149. * @returns the cloned material
  21150. */
  21151. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21152. /**
  21153. * Serializes the materials into a JSON representation.
  21154. * @returns the JSON representation
  21155. */
  21156. serialize(): any;
  21157. /**
  21158. * Dispose the material and release its associated resources
  21159. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21160. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21161. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21162. */
  21163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21164. /**
  21165. * Creates a MultiMaterial from parsed MultiMaterial data.
  21166. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21167. * @param scene defines the hosting scene
  21168. * @returns a new MultiMaterial
  21169. */
  21170. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21171. }
  21172. }
  21173. declare module "babylonjs/Meshes/subMesh" {
  21174. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21175. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21176. import { Engine } from "babylonjs/Engines/engine";
  21177. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21178. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21179. import { Effect } from "babylonjs/Materials/effect";
  21180. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21181. import { Plane } from "babylonjs/Maths/math.plane";
  21182. import { Collider } from "babylonjs/Collisions/collider";
  21183. import { Material } from "babylonjs/Materials/material";
  21184. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21186. import { Mesh } from "babylonjs/Meshes/mesh";
  21187. import { Ray } from "babylonjs/Culling/ray";
  21188. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21189. /**
  21190. * Base class for submeshes
  21191. */
  21192. export class BaseSubMesh {
  21193. /** @hidden */
  21194. _materialDefines: Nullable<MaterialDefines>;
  21195. /** @hidden */
  21196. _materialEffect: Nullable<Effect>;
  21197. /**
  21198. * Gets associated effect
  21199. */
  21200. readonly effect: Nullable<Effect>;
  21201. /**
  21202. * Sets associated effect (effect used to render this submesh)
  21203. * @param effect defines the effect to associate with
  21204. * @param defines defines the set of defines used to compile this effect
  21205. */
  21206. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21207. }
  21208. /**
  21209. * Defines a subdivision inside a mesh
  21210. */
  21211. export class SubMesh extends BaseSubMesh implements ICullable {
  21212. /** the material index to use */
  21213. materialIndex: number;
  21214. /** vertex index start */
  21215. verticesStart: number;
  21216. /** vertices count */
  21217. verticesCount: number;
  21218. /** index start */
  21219. indexStart: number;
  21220. /** indices count */
  21221. indexCount: number;
  21222. /** @hidden */
  21223. _linesIndexCount: number;
  21224. private _mesh;
  21225. private _renderingMesh;
  21226. private _boundingInfo;
  21227. private _linesIndexBuffer;
  21228. /** @hidden */
  21229. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21230. /** @hidden */
  21231. _trianglePlanes: Plane[];
  21232. /** @hidden */
  21233. _lastColliderTransformMatrix: Nullable<Matrix>;
  21234. /** @hidden */
  21235. _renderId: number;
  21236. /** @hidden */
  21237. _alphaIndex: number;
  21238. /** @hidden */
  21239. _distanceToCamera: number;
  21240. /** @hidden */
  21241. _id: number;
  21242. private _currentMaterial;
  21243. /**
  21244. * Add a new submesh to a mesh
  21245. * @param materialIndex defines the material index to use
  21246. * @param verticesStart defines vertex index start
  21247. * @param verticesCount defines vertices count
  21248. * @param indexStart defines index start
  21249. * @param indexCount defines indices count
  21250. * @param mesh defines the parent mesh
  21251. * @param renderingMesh defines an optional rendering mesh
  21252. * @param createBoundingBox defines if bounding box should be created for this submesh
  21253. * @returns the new submesh
  21254. */
  21255. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21256. /**
  21257. * Creates a new submesh
  21258. * @param materialIndex defines the material index to use
  21259. * @param verticesStart defines vertex index start
  21260. * @param verticesCount defines vertices count
  21261. * @param indexStart defines index start
  21262. * @param indexCount defines indices count
  21263. * @param mesh defines the parent mesh
  21264. * @param renderingMesh defines an optional rendering mesh
  21265. * @param createBoundingBox defines if bounding box should be created for this submesh
  21266. */
  21267. constructor(
  21268. /** the material index to use */
  21269. materialIndex: number,
  21270. /** vertex index start */
  21271. verticesStart: number,
  21272. /** vertices count */
  21273. verticesCount: number,
  21274. /** index start */
  21275. indexStart: number,
  21276. /** indices count */
  21277. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21278. /**
  21279. * Returns true if this submesh covers the entire parent mesh
  21280. * @ignorenaming
  21281. */
  21282. readonly IsGlobal: boolean;
  21283. /**
  21284. * Returns the submesh BoudingInfo object
  21285. * @returns current bounding info (or mesh's one if the submesh is global)
  21286. */
  21287. getBoundingInfo(): BoundingInfo;
  21288. /**
  21289. * Sets the submesh BoundingInfo
  21290. * @param boundingInfo defines the new bounding info to use
  21291. * @returns the SubMesh
  21292. */
  21293. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21294. /**
  21295. * Returns the mesh of the current submesh
  21296. * @return the parent mesh
  21297. */
  21298. getMesh(): AbstractMesh;
  21299. /**
  21300. * Returns the rendering mesh of the submesh
  21301. * @returns the rendering mesh (could be different from parent mesh)
  21302. */
  21303. getRenderingMesh(): Mesh;
  21304. /**
  21305. * Returns the submesh material
  21306. * @returns null or the current material
  21307. */
  21308. getMaterial(): Nullable<Material>;
  21309. /**
  21310. * Sets a new updated BoundingInfo object to the submesh
  21311. * @param data defines an optional position array to use to determine the bounding info
  21312. * @returns the SubMesh
  21313. */
  21314. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21315. /** @hidden */
  21316. _checkCollision(collider: Collider): boolean;
  21317. /**
  21318. * Updates the submesh BoundingInfo
  21319. * @param world defines the world matrix to use to update the bounding info
  21320. * @returns the submesh
  21321. */
  21322. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21323. /**
  21324. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21325. * @param frustumPlanes defines the frustum planes
  21326. * @returns true if the submesh is intersecting with the frustum
  21327. */
  21328. isInFrustum(frustumPlanes: Plane[]): boolean;
  21329. /**
  21330. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21331. * @param frustumPlanes defines the frustum planes
  21332. * @returns true if the submesh is inside the frustum
  21333. */
  21334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21335. /**
  21336. * Renders the submesh
  21337. * @param enableAlphaMode defines if alpha needs to be used
  21338. * @returns the submesh
  21339. */
  21340. render(enableAlphaMode: boolean): SubMesh;
  21341. /**
  21342. * @hidden
  21343. */
  21344. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21345. /**
  21346. * Checks if the submesh intersects with a ray
  21347. * @param ray defines the ray to test
  21348. * @returns true is the passed ray intersects the submesh bounding box
  21349. */
  21350. canIntersects(ray: Ray): boolean;
  21351. /**
  21352. * Intersects current submesh with a ray
  21353. * @param ray defines the ray to test
  21354. * @param positions defines mesh's positions array
  21355. * @param indices defines mesh's indices array
  21356. * @param fastCheck defines if only bounding info should be used
  21357. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21358. * @returns intersection info or null if no intersection
  21359. */
  21360. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21361. /** @hidden */
  21362. private _intersectLines;
  21363. /** @hidden */
  21364. private _intersectUnIndexedLines;
  21365. /** @hidden */
  21366. private _intersectTriangles;
  21367. /** @hidden */
  21368. private _intersectUnIndexedTriangles;
  21369. /** @hidden */
  21370. _rebuild(): void;
  21371. /**
  21372. * Creates a new submesh from the passed mesh
  21373. * @param newMesh defines the new hosting mesh
  21374. * @param newRenderingMesh defines an optional rendering mesh
  21375. * @returns the new submesh
  21376. */
  21377. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21378. /**
  21379. * Release associated resources
  21380. */
  21381. dispose(): void;
  21382. /**
  21383. * Gets the class name
  21384. * @returns the string "SubMesh".
  21385. */
  21386. getClassName(): string;
  21387. /**
  21388. * Creates a new submesh from indices data
  21389. * @param materialIndex the index of the main mesh material
  21390. * @param startIndex the index where to start the copy in the mesh indices array
  21391. * @param indexCount the number of indices to copy then from the startIndex
  21392. * @param mesh the main mesh to create the submesh from
  21393. * @param renderingMesh the optional rendering mesh
  21394. * @returns a new submesh
  21395. */
  21396. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21397. }
  21398. }
  21399. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21400. /**
  21401. * Class used to represent data loading progression
  21402. */
  21403. export class SceneLoaderFlags {
  21404. private static _ForceFullSceneLoadingForIncremental;
  21405. private static _ShowLoadingScreen;
  21406. private static _CleanBoneMatrixWeights;
  21407. private static _loggingLevel;
  21408. /**
  21409. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21410. */
  21411. static ForceFullSceneLoadingForIncremental: boolean;
  21412. /**
  21413. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21414. */
  21415. static ShowLoadingScreen: boolean;
  21416. /**
  21417. * Defines the current logging level (while loading the scene)
  21418. * @ignorenaming
  21419. */
  21420. static loggingLevel: number;
  21421. /**
  21422. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21423. */
  21424. static CleanBoneMatrixWeights: boolean;
  21425. }
  21426. }
  21427. declare module "babylonjs/Meshes/geometry" {
  21428. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21429. import { Scene } from "babylonjs/scene";
  21430. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21431. import { Engine } from "babylonjs/Engines/engine";
  21432. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21433. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21434. import { Effect } from "babylonjs/Materials/effect";
  21435. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21437. import { Mesh } from "babylonjs/Meshes/mesh";
  21438. /**
  21439. * Class used to store geometry data (vertex buffers + index buffer)
  21440. */
  21441. export class Geometry implements IGetSetVerticesData {
  21442. /**
  21443. * Gets or sets the ID of the geometry
  21444. */
  21445. id: string;
  21446. /**
  21447. * Gets or sets the unique ID of the geometry
  21448. */
  21449. uniqueId: number;
  21450. /**
  21451. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21452. */
  21453. delayLoadState: number;
  21454. /**
  21455. * Gets the file containing the data to load when running in delay load state
  21456. */
  21457. delayLoadingFile: Nullable<string>;
  21458. /**
  21459. * Callback called when the geometry is updated
  21460. */
  21461. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21462. private _scene;
  21463. private _engine;
  21464. private _meshes;
  21465. private _totalVertices;
  21466. /** @hidden */
  21467. _indices: IndicesArray;
  21468. /** @hidden */
  21469. _vertexBuffers: {
  21470. [key: string]: VertexBuffer;
  21471. };
  21472. private _isDisposed;
  21473. private _extend;
  21474. private _boundingBias;
  21475. /** @hidden */
  21476. _delayInfo: Array<string>;
  21477. private _indexBuffer;
  21478. private _indexBufferIsUpdatable;
  21479. /** @hidden */
  21480. _boundingInfo: Nullable<BoundingInfo>;
  21481. /** @hidden */
  21482. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21483. /** @hidden */
  21484. _softwareSkinningFrameId: number;
  21485. private _vertexArrayObjects;
  21486. private _updatable;
  21487. /** @hidden */
  21488. _positions: Nullable<Vector3[]>;
  21489. /**
  21490. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21491. */
  21492. /**
  21493. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21494. */
  21495. boundingBias: Vector2;
  21496. /**
  21497. * Static function used to attach a new empty geometry to a mesh
  21498. * @param mesh defines the mesh to attach the geometry to
  21499. * @returns the new Geometry
  21500. */
  21501. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21502. /**
  21503. * Creates a new geometry
  21504. * @param id defines the unique ID
  21505. * @param scene defines the hosting scene
  21506. * @param vertexData defines the VertexData used to get geometry data
  21507. * @param updatable defines if geometry must be updatable (false by default)
  21508. * @param mesh defines the mesh that will be associated with the geometry
  21509. */
  21510. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21511. /**
  21512. * Gets the current extend of the geometry
  21513. */
  21514. readonly extend: {
  21515. minimum: Vector3;
  21516. maximum: Vector3;
  21517. };
  21518. /**
  21519. * Gets the hosting scene
  21520. * @returns the hosting Scene
  21521. */
  21522. getScene(): Scene;
  21523. /**
  21524. * Gets the hosting engine
  21525. * @returns the hosting Engine
  21526. */
  21527. getEngine(): Engine;
  21528. /**
  21529. * Defines if the geometry is ready to use
  21530. * @returns true if the geometry is ready to be used
  21531. */
  21532. isReady(): boolean;
  21533. /**
  21534. * Gets a value indicating that the geometry should not be serialized
  21535. */
  21536. readonly doNotSerialize: boolean;
  21537. /** @hidden */
  21538. _rebuild(): void;
  21539. /**
  21540. * Affects all geometry data in one call
  21541. * @param vertexData defines the geometry data
  21542. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21543. */
  21544. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21545. /**
  21546. * Set specific vertex data
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @param data defines the vertex data to use
  21549. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21550. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21551. */
  21552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21553. /**
  21554. * Removes a specific vertex data
  21555. * @param kind defines the data kind (Position, normal, etc...)
  21556. */
  21557. removeVerticesData(kind: string): void;
  21558. /**
  21559. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21560. * @param buffer defines the vertex buffer to use
  21561. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21562. */
  21563. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21564. /**
  21565. * Update a specific vertex buffer
  21566. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21567. * It will do nothing if the buffer is not updatable
  21568. * @param kind defines the data kind (Position, normal, etc...)
  21569. * @param data defines the data to use
  21570. * @param offset defines the offset in the target buffer where to store the data
  21571. * @param useBytes set to true if the offset is in bytes
  21572. */
  21573. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21574. /**
  21575. * Update a specific vertex buffer
  21576. * This function will create a new buffer if the current one is not updatable
  21577. * @param kind defines the data kind (Position, normal, etc...)
  21578. * @param data defines the data to use
  21579. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21580. */
  21581. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21582. private _updateBoundingInfo;
  21583. /** @hidden */
  21584. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21585. /**
  21586. * Gets total number of vertices
  21587. * @returns the total number of vertices
  21588. */
  21589. getTotalVertices(): number;
  21590. /**
  21591. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21592. * @param kind defines the data kind (Position, normal, etc...)
  21593. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21594. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21595. * @returns a float array containing vertex data
  21596. */
  21597. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21598. /**
  21599. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if the vertex buffer with the specified kind is updatable
  21602. */
  21603. isVertexBufferUpdatable(kind: string): boolean;
  21604. /**
  21605. * Gets a specific vertex buffer
  21606. * @param kind defines the data kind (Position, normal, etc...)
  21607. * @returns a VertexBuffer
  21608. */
  21609. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21610. /**
  21611. * Returns all vertex buffers
  21612. * @return an object holding all vertex buffers indexed by kind
  21613. */
  21614. getVertexBuffers(): Nullable<{
  21615. [key: string]: VertexBuffer;
  21616. }>;
  21617. /**
  21618. * Gets a boolean indicating if specific vertex buffer is present
  21619. * @param kind defines the data kind (Position, normal, etc...)
  21620. * @returns true if data is present
  21621. */
  21622. isVerticesDataPresent(kind: string): boolean;
  21623. /**
  21624. * Gets a list of all attached data kinds (Position, normal, etc...)
  21625. * @returns a list of string containing all kinds
  21626. */
  21627. getVerticesDataKinds(): string[];
  21628. /**
  21629. * Update index buffer
  21630. * @param indices defines the indices to store in the index buffer
  21631. * @param offset defines the offset in the target buffer where to store the data
  21632. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21633. */
  21634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21635. /**
  21636. * Creates a new index buffer
  21637. * @param indices defines the indices to store in the index buffer
  21638. * @param totalVertices defines the total number of vertices (could be null)
  21639. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21640. */
  21641. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21642. /**
  21643. * Return the total number of indices
  21644. * @returns the total number of indices
  21645. */
  21646. getTotalIndices(): number;
  21647. /**
  21648. * Gets the index buffer array
  21649. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21650. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21651. * @returns the index buffer array
  21652. */
  21653. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21654. /**
  21655. * Gets the index buffer
  21656. * @return the index buffer
  21657. */
  21658. getIndexBuffer(): Nullable<DataBuffer>;
  21659. /** @hidden */
  21660. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21661. /**
  21662. * Release the associated resources for a specific mesh
  21663. * @param mesh defines the source mesh
  21664. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21665. */
  21666. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21667. /**
  21668. * Apply current geometry to a given mesh
  21669. * @param mesh defines the mesh to apply geometry to
  21670. */
  21671. applyToMesh(mesh: Mesh): void;
  21672. private _updateExtend;
  21673. private _applyToMesh;
  21674. private notifyUpdate;
  21675. /**
  21676. * Load the geometry if it was flagged as delay loaded
  21677. * @param scene defines the hosting scene
  21678. * @param onLoaded defines a callback called when the geometry is loaded
  21679. */
  21680. load(scene: Scene, onLoaded?: () => void): void;
  21681. private _queueLoad;
  21682. /**
  21683. * Invert the geometry to move from a right handed system to a left handed one.
  21684. */
  21685. toLeftHanded(): void;
  21686. /** @hidden */
  21687. _resetPointsArrayCache(): void;
  21688. /** @hidden */
  21689. _generatePointsArray(): boolean;
  21690. /**
  21691. * Gets a value indicating if the geometry is disposed
  21692. * @returns true if the geometry was disposed
  21693. */
  21694. isDisposed(): boolean;
  21695. private _disposeVertexArrayObjects;
  21696. /**
  21697. * Free all associated resources
  21698. */
  21699. dispose(): void;
  21700. /**
  21701. * Clone the current geometry into a new geometry
  21702. * @param id defines the unique ID of the new geometry
  21703. * @returns a new geometry object
  21704. */
  21705. copy(id: string): Geometry;
  21706. /**
  21707. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21708. * @return a JSON representation of the current geometry data (without the vertices data)
  21709. */
  21710. serialize(): any;
  21711. private toNumberArray;
  21712. /**
  21713. * Serialize all vertices data into a JSON oject
  21714. * @returns a JSON representation of the current geometry data
  21715. */
  21716. serializeVerticeData(): any;
  21717. /**
  21718. * Extracts a clone of a mesh geometry
  21719. * @param mesh defines the source mesh
  21720. * @param id defines the unique ID of the new geometry object
  21721. * @returns the new geometry object
  21722. */
  21723. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21724. /**
  21725. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21726. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21727. * Be aware Math.random() could cause collisions, but:
  21728. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21729. * @returns a string containing a new GUID
  21730. */
  21731. static RandomId(): string;
  21732. /** @hidden */
  21733. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21734. private static _CleanMatricesWeights;
  21735. /**
  21736. * Create a new geometry from persisted data (Using .babylon file format)
  21737. * @param parsedVertexData defines the persisted data
  21738. * @param scene defines the hosting scene
  21739. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21740. * @returns the new geometry object
  21741. */
  21742. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21743. }
  21744. }
  21745. declare module "babylonjs/Meshes/mesh.vertexData" {
  21746. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21747. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21748. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21749. import { Geometry } from "babylonjs/Meshes/geometry";
  21750. import { Mesh } from "babylonjs/Meshes/mesh";
  21751. /**
  21752. * Define an interface for all classes that will get and set the data on vertices
  21753. */
  21754. export interface IGetSetVerticesData {
  21755. /**
  21756. * Gets a boolean indicating if specific vertex data is present
  21757. * @param kind defines the vertex data kind to use
  21758. * @returns true is data kind is present
  21759. */
  21760. isVerticesDataPresent(kind: string): boolean;
  21761. /**
  21762. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21763. * @param kind defines the data kind (Position, normal, etc...)
  21764. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21765. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21766. * @returns a float array containing vertex data
  21767. */
  21768. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21769. /**
  21770. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21771. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21772. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21773. * @returns the indices array or an empty array if the mesh has no geometry
  21774. */
  21775. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21776. /**
  21777. * Set specific vertex data
  21778. * @param kind defines the data kind (Position, normal, etc...)
  21779. * @param data defines the vertex data to use
  21780. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21781. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21782. */
  21783. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21784. /**
  21785. * Update a specific associated vertex buffer
  21786. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21787. * - VertexBuffer.PositionKind
  21788. * - VertexBuffer.UVKind
  21789. * - VertexBuffer.UV2Kind
  21790. * - VertexBuffer.UV3Kind
  21791. * - VertexBuffer.UV4Kind
  21792. * - VertexBuffer.UV5Kind
  21793. * - VertexBuffer.UV6Kind
  21794. * - VertexBuffer.ColorKind
  21795. * - VertexBuffer.MatricesIndicesKind
  21796. * - VertexBuffer.MatricesIndicesExtraKind
  21797. * - VertexBuffer.MatricesWeightsKind
  21798. * - VertexBuffer.MatricesWeightsExtraKind
  21799. * @param data defines the data source
  21800. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21801. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21802. */
  21803. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21804. /**
  21805. * Creates a new index buffer
  21806. * @param indices defines the indices to store in the index buffer
  21807. * @param totalVertices defines the total number of vertices (could be null)
  21808. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21809. */
  21810. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21811. }
  21812. /**
  21813. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21814. */
  21815. export class VertexData {
  21816. /**
  21817. * Mesh side orientation : usually the external or front surface
  21818. */
  21819. static readonly FRONTSIDE: number;
  21820. /**
  21821. * Mesh side orientation : usually the internal or back surface
  21822. */
  21823. static readonly BACKSIDE: number;
  21824. /**
  21825. * Mesh side orientation : both internal and external or front and back surfaces
  21826. */
  21827. static readonly DOUBLESIDE: number;
  21828. /**
  21829. * Mesh side orientation : by default, `FRONTSIDE`
  21830. */
  21831. static readonly DEFAULTSIDE: number;
  21832. /**
  21833. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21834. */
  21835. positions: Nullable<FloatArray>;
  21836. /**
  21837. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21838. */
  21839. normals: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. tangents: Nullable<FloatArray>;
  21844. /**
  21845. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21846. */
  21847. uvs: Nullable<FloatArray>;
  21848. /**
  21849. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs2: Nullable<FloatArray>;
  21852. /**
  21853. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs3: Nullable<FloatArray>;
  21856. /**
  21857. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs4: Nullable<FloatArray>;
  21860. /**
  21861. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs5: Nullable<FloatArray>;
  21864. /**
  21865. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs6: Nullable<FloatArray>;
  21868. /**
  21869. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21870. */
  21871. colors: Nullable<FloatArray>;
  21872. /**
  21873. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21874. */
  21875. matricesIndices: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21878. */
  21879. matricesWeights: Nullable<FloatArray>;
  21880. /**
  21881. * An array extending the number of possible indices
  21882. */
  21883. matricesIndicesExtra: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible weights when the number of indices is extended
  21886. */
  21887. matricesWeightsExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21890. */
  21891. indices: Nullable<IndicesArray>;
  21892. /**
  21893. * Uses the passed data array to set the set the values for the specified kind of data
  21894. * @param data a linear array of floating numbers
  21895. * @param kind the type of data that is being set, eg positions, colors etc
  21896. */
  21897. set(data: FloatArray, kind: string): void;
  21898. /**
  21899. * Associates the vertexData to the passed Mesh.
  21900. * Sets it as updatable or not (default `false`)
  21901. * @param mesh the mesh the vertexData is applied to
  21902. * @param updatable when used and having the value true allows new data to update the vertexData
  21903. * @returns the VertexData
  21904. */
  21905. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21906. /**
  21907. * Associates the vertexData to the passed Geometry.
  21908. * Sets it as updatable or not (default `false`)
  21909. * @param geometry the geometry the vertexData is applied to
  21910. * @param updatable when used and having the value true allows new data to update the vertexData
  21911. * @returns VertexData
  21912. */
  21913. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21914. /**
  21915. * Updates the associated mesh
  21916. * @param mesh the mesh to be updated
  21917. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21918. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21919. * @returns VertexData
  21920. */
  21921. updateMesh(mesh: Mesh): VertexData;
  21922. /**
  21923. * Updates the associated geometry
  21924. * @param geometry the geometry to be updated
  21925. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21926. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21927. * @returns VertexData.
  21928. */
  21929. updateGeometry(geometry: Geometry): VertexData;
  21930. private _applyTo;
  21931. private _update;
  21932. /**
  21933. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21934. * @param matrix the transforming matrix
  21935. * @returns the VertexData
  21936. */
  21937. transform(matrix: Matrix): VertexData;
  21938. /**
  21939. * Merges the passed VertexData into the current one
  21940. * @param other the VertexData to be merged into the current one
  21941. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21942. * @returns the modified VertexData
  21943. */
  21944. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21945. private _mergeElement;
  21946. private _validate;
  21947. /**
  21948. * Serializes the VertexData
  21949. * @returns a serialized object
  21950. */
  21951. serialize(): any;
  21952. /**
  21953. * Extracts the vertexData from a mesh
  21954. * @param mesh the mesh from which to extract the VertexData
  21955. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21956. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21957. * @returns the object VertexData associated to the passed mesh
  21958. */
  21959. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21960. /**
  21961. * Extracts the vertexData from the geometry
  21962. * @param geometry the geometry from which to extract the VertexData
  21963. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21965. * @returns the object VertexData associated to the passed mesh
  21966. */
  21967. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21968. private static _ExtractFrom;
  21969. /**
  21970. * Creates the VertexData for a Ribbon
  21971. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21972. * * pathArray array of paths, each of which an array of successive Vector3
  21973. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21974. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21975. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21976. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21977. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21978. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21979. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21980. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21981. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21982. * @returns the VertexData of the ribbon
  21983. */
  21984. static CreateRibbon(options: {
  21985. pathArray: Vector3[][];
  21986. closeArray?: boolean;
  21987. closePath?: boolean;
  21988. offset?: number;
  21989. sideOrientation?: number;
  21990. frontUVs?: Vector4;
  21991. backUVs?: Vector4;
  21992. invertUV?: boolean;
  21993. uvs?: Vector2[];
  21994. colors?: Color4[];
  21995. }): VertexData;
  21996. /**
  21997. * Creates the VertexData for a box
  21998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21999. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22000. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22001. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22002. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22003. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22004. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22006. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22007. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22008. * @returns the VertexData of the box
  22009. */
  22010. static CreateBox(options: {
  22011. size?: number;
  22012. width?: number;
  22013. height?: number;
  22014. depth?: number;
  22015. faceUV?: Vector4[];
  22016. faceColors?: Color4[];
  22017. sideOrientation?: number;
  22018. frontUVs?: Vector4;
  22019. backUVs?: Vector4;
  22020. }): VertexData;
  22021. /**
  22022. * Creates the VertexData for a tiled box
  22023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22024. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22025. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22026. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * @returns the VertexData of the box
  22029. */
  22030. static CreateTiledBox(options: {
  22031. pattern?: number;
  22032. width?: number;
  22033. height?: number;
  22034. depth?: number;
  22035. tileSize?: number;
  22036. tileWidth?: number;
  22037. tileHeight?: number;
  22038. alignHorizontal?: number;
  22039. alignVertical?: number;
  22040. faceUV?: Vector4[];
  22041. faceColors?: Color4[];
  22042. sideOrientation?: number;
  22043. }): VertexData;
  22044. /**
  22045. * Creates the VertexData for a tiled plane
  22046. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22047. * * pattern a limited pattern arrangement depending on the number
  22048. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22049. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22050. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22053. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22054. * @returns the VertexData of the tiled plane
  22055. */
  22056. static CreateTiledPlane(options: {
  22057. pattern?: number;
  22058. tileSize?: number;
  22059. tileWidth?: number;
  22060. tileHeight?: number;
  22061. size?: number;
  22062. width?: number;
  22063. height?: number;
  22064. alignHorizontal?: number;
  22065. alignVertical?: number;
  22066. sideOrientation?: number;
  22067. frontUVs?: Vector4;
  22068. backUVs?: Vector4;
  22069. }): VertexData;
  22070. /**
  22071. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22073. * * segments sets the number of horizontal strips optional, default 32
  22074. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22075. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22076. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22077. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22078. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22079. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22081. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22082. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22083. * @returns the VertexData of the ellipsoid
  22084. */
  22085. static CreateSphere(options: {
  22086. segments?: number;
  22087. diameter?: number;
  22088. diameterX?: number;
  22089. diameterY?: number;
  22090. diameterZ?: number;
  22091. arc?: number;
  22092. slice?: number;
  22093. sideOrientation?: number;
  22094. frontUVs?: Vector4;
  22095. backUVs?: Vector4;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a cylinder, cone or prism
  22099. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22100. * * height sets the height (y direction) of the cylinder, optional, default 2
  22101. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22102. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22103. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22104. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22105. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22106. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22107. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22109. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22110. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22112. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22113. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22114. * @returns the VertexData of the cylinder, cone or prism
  22115. */
  22116. static CreateCylinder(options: {
  22117. height?: number;
  22118. diameterTop?: number;
  22119. diameterBottom?: number;
  22120. diameter?: number;
  22121. tessellation?: number;
  22122. subdivisions?: number;
  22123. arc?: number;
  22124. faceColors?: Color4[];
  22125. faceUV?: Vector4[];
  22126. hasRings?: boolean;
  22127. enclose?: boolean;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a torus
  22134. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22135. * * diameter the diameter of the torus, optional default 1
  22136. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22137. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22139. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22140. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22141. * @returns the VertexData of the torus
  22142. */
  22143. static CreateTorus(options: {
  22144. diameter?: number;
  22145. thickness?: number;
  22146. tessellation?: number;
  22147. sideOrientation?: number;
  22148. frontUVs?: Vector4;
  22149. backUVs?: Vector4;
  22150. }): VertexData;
  22151. /**
  22152. * Creates the VertexData of the LineSystem
  22153. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22154. * - lines an array of lines, each line being an array of successive Vector3
  22155. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22156. * @returns the VertexData of the LineSystem
  22157. */
  22158. static CreateLineSystem(options: {
  22159. lines: Vector3[][];
  22160. colors?: Nullable<Color4[][]>;
  22161. }): VertexData;
  22162. /**
  22163. * Create the VertexData for a DashedLines
  22164. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22165. * - points an array successive Vector3
  22166. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22167. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22168. * - dashNb the intended total number of dashes, optional, default 200
  22169. * @returns the VertexData for the DashedLines
  22170. */
  22171. static CreateDashedLines(options: {
  22172. points: Vector3[];
  22173. dashSize?: number;
  22174. gapSize?: number;
  22175. dashNb?: number;
  22176. }): VertexData;
  22177. /**
  22178. * Creates the VertexData for a Ground
  22179. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22180. * - width the width (x direction) of the ground, optional, default 1
  22181. * - height the height (z direction) of the ground, optional, default 1
  22182. * - subdivisions the number of subdivisions per side, optional, default 1
  22183. * @returns the VertexData of the Ground
  22184. */
  22185. static CreateGround(options: {
  22186. width?: number;
  22187. height?: number;
  22188. subdivisions?: number;
  22189. subdivisionsX?: number;
  22190. subdivisionsY?: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22194. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22195. * * xmin the ground minimum X coordinate, optional, default -1
  22196. * * zmin the ground minimum Z coordinate, optional, default -1
  22197. * * xmax the ground maximum X coordinate, optional, default 1
  22198. * * zmax the ground maximum Z coordinate, optional, default 1
  22199. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22200. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22201. * @returns the VertexData of the TiledGround
  22202. */
  22203. static CreateTiledGround(options: {
  22204. xmin: number;
  22205. zmin: number;
  22206. xmax: number;
  22207. zmax: number;
  22208. subdivisions?: {
  22209. w: number;
  22210. h: number;
  22211. };
  22212. precision?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. }): VertexData;
  22217. /**
  22218. * Creates the VertexData of the Ground designed from a heightmap
  22219. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22220. * * width the width (x direction) of the ground
  22221. * * height the height (z direction) of the ground
  22222. * * subdivisions the number of subdivisions per side
  22223. * * minHeight the minimum altitude on the ground, optional, default 0
  22224. * * maxHeight the maximum altitude on the ground, optional default 1
  22225. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22226. * * buffer the array holding the image color data
  22227. * * bufferWidth the width of image
  22228. * * bufferHeight the height of image
  22229. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22230. * @returns the VertexData of the Ground designed from a heightmap
  22231. */
  22232. static CreateGroundFromHeightMap(options: {
  22233. width: number;
  22234. height: number;
  22235. subdivisions: number;
  22236. minHeight: number;
  22237. maxHeight: number;
  22238. colorFilter: Color3;
  22239. buffer: Uint8Array;
  22240. bufferWidth: number;
  22241. bufferHeight: number;
  22242. alphaFilter: number;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData for a Plane
  22246. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22247. * * size sets the width and height of the plane to the value of size, optional default 1
  22248. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22249. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22252. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreatePlane(options: {
  22256. size?: number;
  22257. width?: number;
  22258. height?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData of the Disc or regular Polygon
  22265. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22266. * * radius the radius of the disc, optional default 0.5
  22267. * * tessellation the number of polygon sides, optional, default 64
  22268. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22270. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22271. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22272. * @returns the VertexData of the box
  22273. */
  22274. static CreateDisc(options: {
  22275. radius?: number;
  22276. tessellation?: number;
  22277. arc?: number;
  22278. sideOrientation?: number;
  22279. frontUVs?: Vector4;
  22280. backUVs?: Vector4;
  22281. }): VertexData;
  22282. /**
  22283. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22284. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22285. * @param polygon a mesh built from polygonTriangulation.build()
  22286. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22287. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22288. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22289. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22290. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22291. * @returns the VertexData of the Polygon
  22292. */
  22293. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22294. /**
  22295. * Creates the VertexData of the IcoSphere
  22296. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22297. * * radius the radius of the IcoSphere, optional default 1
  22298. * * radiusX allows stretching in the x direction, optional, default radius
  22299. * * radiusY allows stretching in the y direction, optional, default radius
  22300. * * radiusZ allows stretching in the z direction, optional, default radius
  22301. * * flat when true creates a flat shaded mesh, optional, default true
  22302. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22303. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22304. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22305. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22306. * @returns the VertexData of the IcoSphere
  22307. */
  22308. static CreateIcoSphere(options: {
  22309. radius?: number;
  22310. radiusX?: number;
  22311. radiusY?: number;
  22312. radiusZ?: number;
  22313. flat?: boolean;
  22314. subdivisions?: number;
  22315. sideOrientation?: number;
  22316. frontUVs?: Vector4;
  22317. backUVs?: Vector4;
  22318. }): VertexData;
  22319. /**
  22320. * Creates the VertexData for a Polyhedron
  22321. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22322. * * type provided types are:
  22323. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22324. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22325. * * size the size of the IcoSphere, optional default 1
  22326. * * sizeX allows stretching in the x direction, optional, default size
  22327. * * sizeY allows stretching in the y direction, optional, default size
  22328. * * sizeZ allows stretching in the z direction, optional, default size
  22329. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22330. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22331. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22332. * * flat when true creates a flat shaded mesh, optional, default true
  22333. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22335. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22336. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22337. * @returns the VertexData of the Polyhedron
  22338. */
  22339. static CreatePolyhedron(options: {
  22340. type?: number;
  22341. size?: number;
  22342. sizeX?: number;
  22343. sizeY?: number;
  22344. sizeZ?: number;
  22345. custom?: any;
  22346. faceUV?: Vector4[];
  22347. faceColors?: Color4[];
  22348. flat?: boolean;
  22349. sideOrientation?: number;
  22350. frontUVs?: Vector4;
  22351. backUVs?: Vector4;
  22352. }): VertexData;
  22353. /**
  22354. * Creates the VertexData for a TorusKnot
  22355. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22356. * * radius the radius of the torus knot, optional, default 2
  22357. * * tube the thickness of the tube, optional, default 0.5
  22358. * * radialSegments the number of sides on each tube segments, optional, default 32
  22359. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22360. * * p the number of windings around the z axis, optional, default 2
  22361. * * q the number of windings around the x axis, optional, default 3
  22362. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22363. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22364. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22365. * @returns the VertexData of the Torus Knot
  22366. */
  22367. static CreateTorusKnot(options: {
  22368. radius?: number;
  22369. tube?: number;
  22370. radialSegments?: number;
  22371. tubularSegments?: number;
  22372. p?: number;
  22373. q?: number;
  22374. sideOrientation?: number;
  22375. frontUVs?: Vector4;
  22376. backUVs?: Vector4;
  22377. }): VertexData;
  22378. /**
  22379. * Compute normals for given positions and indices
  22380. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22381. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22382. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22383. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22384. * * facetNormals : optional array of facet normals (vector3)
  22385. * * facetPositions : optional array of facet positions (vector3)
  22386. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22387. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22388. * * bInfo : optional bounding info, required for facetPartitioning computation
  22389. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22390. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22391. * * useRightHandedSystem: optional boolean to for right handed system computation
  22392. * * depthSort : optional boolean to enable the facet depth sort computation
  22393. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22394. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22395. */
  22396. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22397. facetNormals?: any;
  22398. facetPositions?: any;
  22399. facetPartitioning?: any;
  22400. ratio?: number;
  22401. bInfo?: any;
  22402. bbSize?: Vector3;
  22403. subDiv?: any;
  22404. useRightHandedSystem?: boolean;
  22405. depthSort?: boolean;
  22406. distanceTo?: Vector3;
  22407. depthSortedFacets?: any;
  22408. }): void;
  22409. /** @hidden */
  22410. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22411. /**
  22412. * Applies VertexData created from the imported parameters to the geometry
  22413. * @param parsedVertexData the parsed data from an imported file
  22414. * @param geometry the geometry to apply the VertexData to
  22415. */
  22416. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22417. }
  22418. }
  22419. declare module "babylonjs/Morph/morphTarget" {
  22420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22421. import { Observable } from "babylonjs/Misc/observable";
  22422. import { Nullable, FloatArray } from "babylonjs/types";
  22423. import { Scene } from "babylonjs/scene";
  22424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22425. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22426. /**
  22427. * Defines a target to use with MorphTargetManager
  22428. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22429. */
  22430. export class MorphTarget implements IAnimatable {
  22431. /** defines the name of the target */
  22432. name: string;
  22433. /**
  22434. * Gets or sets the list of animations
  22435. */
  22436. animations: import("babylonjs/Animations/animation").Animation[];
  22437. private _scene;
  22438. private _positions;
  22439. private _normals;
  22440. private _tangents;
  22441. private _uvs;
  22442. private _influence;
  22443. /**
  22444. * Observable raised when the influence changes
  22445. */
  22446. onInfluenceChanged: Observable<boolean>;
  22447. /** @hidden */
  22448. _onDataLayoutChanged: Observable<void>;
  22449. /**
  22450. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22451. */
  22452. influence: number;
  22453. /**
  22454. * Gets or sets the id of the morph Target
  22455. */
  22456. id: string;
  22457. private _animationPropertiesOverride;
  22458. /**
  22459. * Gets or sets the animation properties override
  22460. */
  22461. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22462. /**
  22463. * Creates a new MorphTarget
  22464. * @param name defines the name of the target
  22465. * @param influence defines the influence to use
  22466. * @param scene defines the scene the morphtarget belongs to
  22467. */
  22468. constructor(
  22469. /** defines the name of the target */
  22470. name: string, influence?: number, scene?: Nullable<Scene>);
  22471. /**
  22472. * Gets a boolean defining if the target contains position data
  22473. */
  22474. readonly hasPositions: boolean;
  22475. /**
  22476. * Gets a boolean defining if the target contains normal data
  22477. */
  22478. readonly hasNormals: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains tangent data
  22481. */
  22482. readonly hasTangents: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains texture coordinates data
  22485. */
  22486. readonly hasUVs: boolean;
  22487. /**
  22488. * Affects position data to this target
  22489. * @param data defines the position data to use
  22490. */
  22491. setPositions(data: Nullable<FloatArray>): void;
  22492. /**
  22493. * Gets the position data stored in this target
  22494. * @returns a FloatArray containing the position data (or null if not present)
  22495. */
  22496. getPositions(): Nullable<FloatArray>;
  22497. /**
  22498. * Affects normal data to this target
  22499. * @param data defines the normal data to use
  22500. */
  22501. setNormals(data: Nullable<FloatArray>): void;
  22502. /**
  22503. * Gets the normal data stored in this target
  22504. * @returns a FloatArray containing the normal data (or null if not present)
  22505. */
  22506. getNormals(): Nullable<FloatArray>;
  22507. /**
  22508. * Affects tangent data to this target
  22509. * @param data defines the tangent data to use
  22510. */
  22511. setTangents(data: Nullable<FloatArray>): void;
  22512. /**
  22513. * Gets the tangent data stored in this target
  22514. * @returns a FloatArray containing the tangent data (or null if not present)
  22515. */
  22516. getTangents(): Nullable<FloatArray>;
  22517. /**
  22518. * Affects texture coordinates data to this target
  22519. * @param data defines the texture coordinates data to use
  22520. */
  22521. setUVs(data: Nullable<FloatArray>): void;
  22522. /**
  22523. * Gets the texture coordinates data stored in this target
  22524. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22525. */
  22526. getUVs(): Nullable<FloatArray>;
  22527. /**
  22528. * Serializes the current target into a Serialization object
  22529. * @returns the serialized object
  22530. */
  22531. serialize(): any;
  22532. /**
  22533. * Returns the string "MorphTarget"
  22534. * @returns "MorphTarget"
  22535. */
  22536. getClassName(): string;
  22537. /**
  22538. * Creates a new target from serialized data
  22539. * @param serializationObject defines the serialized data to use
  22540. * @returns a new MorphTarget
  22541. */
  22542. static Parse(serializationObject: any): MorphTarget;
  22543. /**
  22544. * Creates a MorphTarget from mesh data
  22545. * @param mesh defines the source mesh
  22546. * @param name defines the name to use for the new target
  22547. * @param influence defines the influence to attach to the target
  22548. * @returns a new MorphTarget
  22549. */
  22550. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22551. }
  22552. }
  22553. declare module "babylonjs/Morph/morphTargetManager" {
  22554. import { Nullable } from "babylonjs/types";
  22555. import { Scene } from "babylonjs/scene";
  22556. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22557. /**
  22558. * This class is used to deform meshes using morphing between different targets
  22559. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22560. */
  22561. export class MorphTargetManager {
  22562. private _targets;
  22563. private _targetInfluenceChangedObservers;
  22564. private _targetDataLayoutChangedObservers;
  22565. private _activeTargets;
  22566. private _scene;
  22567. private _influences;
  22568. private _supportsNormals;
  22569. private _supportsTangents;
  22570. private _supportsUVs;
  22571. private _vertexCount;
  22572. private _uniqueId;
  22573. private _tempInfluences;
  22574. /**
  22575. * Gets or sets a boolean indicating if normals must be morphed
  22576. */
  22577. enableNormalMorphing: boolean;
  22578. /**
  22579. * Gets or sets a boolean indicating if tangents must be morphed
  22580. */
  22581. enableTangentMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if UV must be morphed
  22584. */
  22585. enableUVMorphing: boolean;
  22586. /**
  22587. * Creates a new MorphTargetManager
  22588. * @param scene defines the current scene
  22589. */
  22590. constructor(scene?: Nullable<Scene>);
  22591. /**
  22592. * Gets the unique ID of this manager
  22593. */
  22594. readonly uniqueId: number;
  22595. /**
  22596. * Gets the number of vertices handled by this manager
  22597. */
  22598. readonly vertexCount: number;
  22599. /**
  22600. * Gets a boolean indicating if this manager supports morphing of normals
  22601. */
  22602. readonly supportsNormals: boolean;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of tangents
  22605. */
  22606. readonly supportsTangents: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22609. */
  22610. readonly supportsUVs: boolean;
  22611. /**
  22612. * Gets the number of targets stored in this manager
  22613. */
  22614. readonly numTargets: number;
  22615. /**
  22616. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22617. */
  22618. readonly numInfluencers: number;
  22619. /**
  22620. * Gets the list of influences (one per target)
  22621. */
  22622. readonly influences: Float32Array;
  22623. /**
  22624. * Gets the active target at specified index. An active target is a target with an influence > 0
  22625. * @param index defines the index to check
  22626. * @returns the requested target
  22627. */
  22628. getActiveTarget(index: number): MorphTarget;
  22629. /**
  22630. * Gets the target at specified index
  22631. * @param index defines the index to check
  22632. * @returns the requested target
  22633. */
  22634. getTarget(index: number): MorphTarget;
  22635. /**
  22636. * Add a new target to this manager
  22637. * @param target defines the target to add
  22638. */
  22639. addTarget(target: MorphTarget): void;
  22640. /**
  22641. * Removes a target from the manager
  22642. * @param target defines the target to remove
  22643. */
  22644. removeTarget(target: MorphTarget): void;
  22645. /**
  22646. * Serializes the current manager into a Serialization object
  22647. * @returns the serialized object
  22648. */
  22649. serialize(): any;
  22650. private _syncActiveTargets;
  22651. /**
  22652. * Syncrhonize the targets with all the meshes using this morph target manager
  22653. */
  22654. synchronize(): void;
  22655. /**
  22656. * Creates a new MorphTargetManager from serialized data
  22657. * @param serializationObject defines the serialized data
  22658. * @param scene defines the hosting scene
  22659. * @returns the new MorphTargetManager
  22660. */
  22661. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22662. }
  22663. }
  22664. declare module "babylonjs/Meshes/meshLODLevel" {
  22665. import { Mesh } from "babylonjs/Meshes/mesh";
  22666. import { Nullable } from "babylonjs/types";
  22667. /**
  22668. * Class used to represent a specific level of detail of a mesh
  22669. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22670. */
  22671. export class MeshLODLevel {
  22672. /** Defines the distance where this level should start being displayed */
  22673. distance: number;
  22674. /** Defines the mesh to use to render this level */
  22675. mesh: Nullable<Mesh>;
  22676. /**
  22677. * Creates a new LOD level
  22678. * @param distance defines the distance where this level should star being displayed
  22679. * @param mesh defines the mesh to use to render this level
  22680. */
  22681. constructor(
  22682. /** Defines the distance where this level should start being displayed */
  22683. distance: number,
  22684. /** Defines the mesh to use to render this level */
  22685. mesh: Nullable<Mesh>);
  22686. }
  22687. }
  22688. declare module "babylonjs/Meshes/groundMesh" {
  22689. import { Scene } from "babylonjs/scene";
  22690. import { Vector3 } from "babylonjs/Maths/math.vector";
  22691. import { Mesh } from "babylonjs/Meshes/mesh";
  22692. /**
  22693. * Mesh representing the gorund
  22694. */
  22695. export class GroundMesh extends Mesh {
  22696. /** If octree should be generated */
  22697. generateOctree: boolean;
  22698. private _heightQuads;
  22699. /** @hidden */
  22700. _subdivisionsX: number;
  22701. /** @hidden */
  22702. _subdivisionsY: number;
  22703. /** @hidden */
  22704. _width: number;
  22705. /** @hidden */
  22706. _height: number;
  22707. /** @hidden */
  22708. _minX: number;
  22709. /** @hidden */
  22710. _maxX: number;
  22711. /** @hidden */
  22712. _minZ: number;
  22713. /** @hidden */
  22714. _maxZ: number;
  22715. constructor(name: string, scene: Scene);
  22716. /**
  22717. * "GroundMesh"
  22718. * @returns "GroundMesh"
  22719. */
  22720. getClassName(): string;
  22721. /**
  22722. * The minimum of x and y subdivisions
  22723. */
  22724. readonly subdivisions: number;
  22725. /**
  22726. * X subdivisions
  22727. */
  22728. readonly subdivisionsX: number;
  22729. /**
  22730. * Y subdivisions
  22731. */
  22732. readonly subdivisionsY: number;
  22733. /**
  22734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22736. * @param chunksCount the number of subdivisions for x and y
  22737. * @param octreeBlocksSize (Default: 32)
  22738. */
  22739. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22740. /**
  22741. * Returns a height (y) value in the Worl system :
  22742. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22743. * @param x x coordinate
  22744. * @param z z coordinate
  22745. * @returns the ground y position if (x, z) are outside the ground surface.
  22746. */
  22747. getHeightAtCoordinates(x: number, z: number): number;
  22748. /**
  22749. * Returns a normalized vector (Vector3) orthogonal to the ground
  22750. * at the ground coordinates (x, z) expressed in the World system.
  22751. * @param x x coordinate
  22752. * @param z z coordinate
  22753. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22754. */
  22755. getNormalAtCoordinates(x: number, z: number): Vector3;
  22756. /**
  22757. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22758. * at the ground coordinates (x, z) expressed in the World system.
  22759. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22760. * @param x x coordinate
  22761. * @param z z coordinate
  22762. * @param ref vector to store the result
  22763. * @returns the GroundMesh.
  22764. */
  22765. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22766. /**
  22767. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22768. * if the ground has been updated.
  22769. * This can be used in the render loop.
  22770. * @returns the GroundMesh.
  22771. */
  22772. updateCoordinateHeights(): GroundMesh;
  22773. private _getFacetAt;
  22774. private _initHeightQuads;
  22775. private _computeHeightQuads;
  22776. /**
  22777. * Serializes this ground mesh
  22778. * @param serializationObject object to write serialization to
  22779. */
  22780. serialize(serializationObject: any): void;
  22781. /**
  22782. * Parses a serialized ground mesh
  22783. * @param parsedMesh the serialized mesh
  22784. * @param scene the scene to create the ground mesh in
  22785. * @returns the created ground mesh
  22786. */
  22787. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22788. }
  22789. }
  22790. declare module "babylonjs/Physics/physicsJoint" {
  22791. import { Vector3 } from "babylonjs/Maths/math.vector";
  22792. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22793. /**
  22794. * Interface for Physics-Joint data
  22795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22796. */
  22797. export interface PhysicsJointData {
  22798. /**
  22799. * The main pivot of the joint
  22800. */
  22801. mainPivot?: Vector3;
  22802. /**
  22803. * The connected pivot of the joint
  22804. */
  22805. connectedPivot?: Vector3;
  22806. /**
  22807. * The main axis of the joint
  22808. */
  22809. mainAxis?: Vector3;
  22810. /**
  22811. * The connected axis of the joint
  22812. */
  22813. connectedAxis?: Vector3;
  22814. /**
  22815. * The collision of the joint
  22816. */
  22817. collision?: boolean;
  22818. /**
  22819. * Native Oimo/Cannon/Energy data
  22820. */
  22821. nativeParams?: any;
  22822. }
  22823. /**
  22824. * This is a holder class for the physics joint created by the physics plugin
  22825. * It holds a set of functions to control the underlying joint
  22826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22827. */
  22828. export class PhysicsJoint {
  22829. /**
  22830. * The type of the physics joint
  22831. */
  22832. type: number;
  22833. /**
  22834. * The data for the physics joint
  22835. */
  22836. jointData: PhysicsJointData;
  22837. private _physicsJoint;
  22838. protected _physicsPlugin: IPhysicsEnginePlugin;
  22839. /**
  22840. * Initializes the physics joint
  22841. * @param type The type of the physics joint
  22842. * @param jointData The data for the physics joint
  22843. */
  22844. constructor(
  22845. /**
  22846. * The type of the physics joint
  22847. */
  22848. type: number,
  22849. /**
  22850. * The data for the physics joint
  22851. */
  22852. jointData: PhysicsJointData);
  22853. /**
  22854. * Gets the physics joint
  22855. */
  22856. /**
  22857. * Sets the physics joint
  22858. */
  22859. physicsJoint: any;
  22860. /**
  22861. * Sets the physics plugin
  22862. */
  22863. physicsPlugin: IPhysicsEnginePlugin;
  22864. /**
  22865. * Execute a function that is physics-plugin specific.
  22866. * @param {Function} func the function that will be executed.
  22867. * It accepts two parameters: the physics world and the physics joint
  22868. */
  22869. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22870. /**
  22871. * Distance-Joint type
  22872. */
  22873. static DistanceJoint: number;
  22874. /**
  22875. * Hinge-Joint type
  22876. */
  22877. static HingeJoint: number;
  22878. /**
  22879. * Ball-and-Socket joint type
  22880. */
  22881. static BallAndSocketJoint: number;
  22882. /**
  22883. * Wheel-Joint type
  22884. */
  22885. static WheelJoint: number;
  22886. /**
  22887. * Slider-Joint type
  22888. */
  22889. static SliderJoint: number;
  22890. /**
  22891. * Prismatic-Joint type
  22892. */
  22893. static PrismaticJoint: number;
  22894. /**
  22895. * Universal-Joint type
  22896. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22897. */
  22898. static UniversalJoint: number;
  22899. /**
  22900. * Hinge-Joint 2 type
  22901. */
  22902. static Hinge2Joint: number;
  22903. /**
  22904. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22905. */
  22906. static PointToPointJoint: number;
  22907. /**
  22908. * Spring-Joint type
  22909. */
  22910. static SpringJoint: number;
  22911. /**
  22912. * Lock-Joint type
  22913. */
  22914. static LockJoint: number;
  22915. }
  22916. /**
  22917. * A class representing a physics distance joint
  22918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22919. */
  22920. export class DistanceJoint extends PhysicsJoint {
  22921. /**
  22922. *
  22923. * @param jointData The data for the Distance-Joint
  22924. */
  22925. constructor(jointData: DistanceJointData);
  22926. /**
  22927. * Update the predefined distance.
  22928. * @param maxDistance The maximum preferred distance
  22929. * @param minDistance The minimum preferred distance
  22930. */
  22931. updateDistance(maxDistance: number, minDistance?: number): void;
  22932. }
  22933. /**
  22934. * Represents a Motor-Enabled Joint
  22935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22936. */
  22937. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22938. /**
  22939. * Initializes the Motor-Enabled Joint
  22940. * @param type The type of the joint
  22941. * @param jointData The physica joint data for the joint
  22942. */
  22943. constructor(type: number, jointData: PhysicsJointData);
  22944. /**
  22945. * Set the motor values.
  22946. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22947. * @param force the force to apply
  22948. * @param maxForce max force for this motor.
  22949. */
  22950. setMotor(force?: number, maxForce?: number): void;
  22951. /**
  22952. * Set the motor's limits.
  22953. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22954. * @param upperLimit The upper limit of the motor
  22955. * @param lowerLimit The lower limit of the motor
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number): void;
  22958. }
  22959. /**
  22960. * This class represents a single physics Hinge-Joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export class HingeJoint extends MotorEnabledJoint {
  22964. /**
  22965. * Initializes the Hinge-Joint
  22966. * @param jointData The joint data for the Hinge-Joint
  22967. */
  22968. constructor(jointData: PhysicsJointData);
  22969. /**
  22970. * Set the motor values.
  22971. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22972. * @param {number} force the force to apply
  22973. * @param {number} maxForce max force for this motor.
  22974. */
  22975. setMotor(force?: number, maxForce?: number): void;
  22976. /**
  22977. * Set the motor's limits.
  22978. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22979. * @param upperLimit The upper limit of the motor
  22980. * @param lowerLimit The lower limit of the motor
  22981. */
  22982. setLimit(upperLimit: number, lowerLimit?: number): void;
  22983. }
  22984. /**
  22985. * This class represents a dual hinge physics joint (same as wheel joint)
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class Hinge2Joint extends MotorEnabledJoint {
  22989. /**
  22990. * Initializes the Hinge2-Joint
  22991. * @param jointData The joint data for the Hinge2-Joint
  22992. */
  22993. constructor(jointData: PhysicsJointData);
  22994. /**
  22995. * Set the motor values.
  22996. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22997. * @param {number} targetSpeed the speed the motor is to reach
  22998. * @param {number} maxForce max force for this motor.
  22999. * @param {motorIndex} the motor's index, 0 or 1.
  23000. */
  23001. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23002. /**
  23003. * Set the motor limits.
  23004. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23005. * @param {number} upperLimit the upper limit
  23006. * @param {number} lowerLimit lower limit
  23007. * @param {motorIndex} the motor's index, 0 or 1.
  23008. */
  23009. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23010. }
  23011. /**
  23012. * Interface for a motor enabled joint
  23013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23014. */
  23015. export interface IMotorEnabledJoint {
  23016. /**
  23017. * Physics joint
  23018. */
  23019. physicsJoint: any;
  23020. /**
  23021. * Sets the motor of the motor-enabled joint
  23022. * @param force The force of the motor
  23023. * @param maxForce The maximum force of the motor
  23024. * @param motorIndex The index of the motor
  23025. */
  23026. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23027. /**
  23028. * Sets the limit of the motor
  23029. * @param upperLimit The upper limit of the motor
  23030. * @param lowerLimit The lower limit of the motor
  23031. * @param motorIndex The index of the motor
  23032. */
  23033. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23034. }
  23035. /**
  23036. * Joint data for a Distance-Joint
  23037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23038. */
  23039. export interface DistanceJointData extends PhysicsJointData {
  23040. /**
  23041. * Max distance the 2 joint objects can be apart
  23042. */
  23043. maxDistance: number;
  23044. }
  23045. /**
  23046. * Joint data from a spring joint
  23047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23048. */
  23049. export interface SpringJointData extends PhysicsJointData {
  23050. /**
  23051. * Length of the spring
  23052. */
  23053. length: number;
  23054. /**
  23055. * Stiffness of the spring
  23056. */
  23057. stiffness: number;
  23058. /**
  23059. * Damping of the spring
  23060. */
  23061. damping: number;
  23062. /** this callback will be called when applying the force to the impostors. */
  23063. forceApplicationCallback: () => void;
  23064. }
  23065. }
  23066. declare module "babylonjs/Physics/physicsRaycastResult" {
  23067. import { Vector3 } from "babylonjs/Maths/math.vector";
  23068. /**
  23069. * Holds the data for the raycast result
  23070. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23071. */
  23072. export class PhysicsRaycastResult {
  23073. private _hasHit;
  23074. private _hitDistance;
  23075. private _hitNormalWorld;
  23076. private _hitPointWorld;
  23077. private _rayFromWorld;
  23078. private _rayToWorld;
  23079. /**
  23080. * Gets if there was a hit
  23081. */
  23082. readonly hasHit: boolean;
  23083. /**
  23084. * Gets the distance from the hit
  23085. */
  23086. readonly hitDistance: number;
  23087. /**
  23088. * Gets the hit normal/direction in the world
  23089. */
  23090. readonly hitNormalWorld: Vector3;
  23091. /**
  23092. * Gets the hit point in the world
  23093. */
  23094. readonly hitPointWorld: Vector3;
  23095. /**
  23096. * Gets the ray "start point" of the ray in the world
  23097. */
  23098. readonly rayFromWorld: Vector3;
  23099. /**
  23100. * Gets the ray "end point" of the ray in the world
  23101. */
  23102. readonly rayToWorld: Vector3;
  23103. /**
  23104. * Sets the hit data (normal & point in world space)
  23105. * @param hitNormalWorld defines the normal in world space
  23106. * @param hitPointWorld defines the point in world space
  23107. */
  23108. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23109. /**
  23110. * Sets the distance from the start point to the hit point
  23111. * @param distance
  23112. */
  23113. setHitDistance(distance: number): void;
  23114. /**
  23115. * Calculates the distance manually
  23116. */
  23117. calculateHitDistance(): void;
  23118. /**
  23119. * Resets all the values to default
  23120. * @param from The from point on world space
  23121. * @param to The to point on world space
  23122. */
  23123. reset(from?: Vector3, to?: Vector3): void;
  23124. }
  23125. /**
  23126. * Interface for the size containing width and height
  23127. */
  23128. interface IXYZ {
  23129. /**
  23130. * X
  23131. */
  23132. x: number;
  23133. /**
  23134. * Y
  23135. */
  23136. y: number;
  23137. /**
  23138. * Z
  23139. */
  23140. z: number;
  23141. }
  23142. }
  23143. declare module "babylonjs/Physics/IPhysicsEngine" {
  23144. import { Nullable } from "babylonjs/types";
  23145. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23147. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23148. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23149. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23150. /**
  23151. * Interface used to describe a physics joint
  23152. */
  23153. export interface PhysicsImpostorJoint {
  23154. /** Defines the main impostor to which the joint is linked */
  23155. mainImpostor: PhysicsImpostor;
  23156. /** Defines the impostor that is connected to the main impostor using this joint */
  23157. connectedImpostor: PhysicsImpostor;
  23158. /** Defines the joint itself */
  23159. joint: PhysicsJoint;
  23160. }
  23161. /** @hidden */
  23162. export interface IPhysicsEnginePlugin {
  23163. world: any;
  23164. name: string;
  23165. setGravity(gravity: Vector3): void;
  23166. setTimeStep(timeStep: number): void;
  23167. getTimeStep(): number;
  23168. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23169. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23170. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23171. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23172. removePhysicsBody(impostor: PhysicsImpostor): void;
  23173. generateJoint(joint: PhysicsImpostorJoint): void;
  23174. removeJoint(joint: PhysicsImpostorJoint): void;
  23175. isSupported(): boolean;
  23176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23177. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23178. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23179. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23180. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23181. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23182. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23183. getBodyMass(impostor: PhysicsImpostor): number;
  23184. getBodyFriction(impostor: PhysicsImpostor): number;
  23185. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23186. getBodyRestitution(impostor: PhysicsImpostor): number;
  23187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23188. getBodyPressure?(impostor: PhysicsImpostor): number;
  23189. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23190. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23191. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23192. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23193. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23194. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23195. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23196. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23197. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23198. sleepBody(impostor: PhysicsImpostor): void;
  23199. wakeUpBody(impostor: PhysicsImpostor): void;
  23200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23201. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23202. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23203. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23204. getRadius(impostor: PhysicsImpostor): number;
  23205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23206. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23207. dispose(): void;
  23208. }
  23209. /**
  23210. * Interface used to define a physics engine
  23211. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23212. */
  23213. export interface IPhysicsEngine {
  23214. /**
  23215. * Gets the gravity vector used by the simulation
  23216. */
  23217. gravity: Vector3;
  23218. /**
  23219. * Sets the gravity vector used by the simulation
  23220. * @param gravity defines the gravity vector to use
  23221. */
  23222. setGravity(gravity: Vector3): void;
  23223. /**
  23224. * Set the time step of the physics engine.
  23225. * Default is 1/60.
  23226. * To slow it down, enter 1/600 for example.
  23227. * To speed it up, 1/30
  23228. * @param newTimeStep the new timestep to apply to this world.
  23229. */
  23230. setTimeStep(newTimeStep: number): void;
  23231. /**
  23232. * Get the time step of the physics engine.
  23233. * @returns the current time step
  23234. */
  23235. getTimeStep(): number;
  23236. /**
  23237. * Release all resources
  23238. */
  23239. dispose(): void;
  23240. /**
  23241. * Gets the name of the current physics plugin
  23242. * @returns the name of the plugin
  23243. */
  23244. getPhysicsPluginName(): string;
  23245. /**
  23246. * Adding a new impostor for the impostor tracking.
  23247. * This will be done by the impostor itself.
  23248. * @param impostor the impostor to add
  23249. */
  23250. addImpostor(impostor: PhysicsImpostor): void;
  23251. /**
  23252. * Remove an impostor from the engine.
  23253. * This impostor and its mesh will not longer be updated by the physics engine.
  23254. * @param impostor the impostor to remove
  23255. */
  23256. removeImpostor(impostor: PhysicsImpostor): void;
  23257. /**
  23258. * Add a joint to the physics engine
  23259. * @param mainImpostor defines the main impostor to which the joint is added.
  23260. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23261. * @param joint defines the joint that will connect both impostors.
  23262. */
  23263. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23264. /**
  23265. * Removes a joint from the simulation
  23266. * @param mainImpostor defines the impostor used with the joint
  23267. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23268. * @param joint defines the joint to remove
  23269. */
  23270. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23271. /**
  23272. * Gets the current plugin used to run the simulation
  23273. * @returns current plugin
  23274. */
  23275. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23276. /**
  23277. * Gets the list of physic impostors
  23278. * @returns an array of PhysicsImpostor
  23279. */
  23280. getImpostors(): Array<PhysicsImpostor>;
  23281. /**
  23282. * Gets the impostor for a physics enabled object
  23283. * @param object defines the object impersonated by the impostor
  23284. * @returns the PhysicsImpostor or null if not found
  23285. */
  23286. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23287. /**
  23288. * Gets the impostor for a physics body object
  23289. * @param body defines physics body used by the impostor
  23290. * @returns the PhysicsImpostor or null if not found
  23291. */
  23292. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23293. /**
  23294. * Does a raycast in the physics world
  23295. * @param from when should the ray start?
  23296. * @param to when should the ray end?
  23297. * @returns PhysicsRaycastResult
  23298. */
  23299. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23300. /**
  23301. * Called by the scene. No need to call it.
  23302. * @param delta defines the timespam between frames
  23303. */
  23304. _step(delta: number): void;
  23305. }
  23306. }
  23307. declare module "babylonjs/Physics/physicsImpostor" {
  23308. import { Nullable, IndicesArray } from "babylonjs/types";
  23309. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23312. import { Scene } from "babylonjs/scene";
  23313. import { Bone } from "babylonjs/Bones/bone";
  23314. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23315. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23316. import { Space } from "babylonjs/Maths/math.axis";
  23317. /**
  23318. * The interface for the physics imposter parameters
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export interface PhysicsImpostorParameters {
  23322. /**
  23323. * The mass of the physics imposter
  23324. */
  23325. mass: number;
  23326. /**
  23327. * The friction of the physics imposter
  23328. */
  23329. friction?: number;
  23330. /**
  23331. * The coefficient of restitution of the physics imposter
  23332. */
  23333. restitution?: number;
  23334. /**
  23335. * The native options of the physics imposter
  23336. */
  23337. nativeOptions?: any;
  23338. /**
  23339. * Specifies if the parent should be ignored
  23340. */
  23341. ignoreParent?: boolean;
  23342. /**
  23343. * Specifies if bi-directional transformations should be disabled
  23344. */
  23345. disableBidirectionalTransformation?: boolean;
  23346. /**
  23347. * The pressure inside the physics imposter, soft object only
  23348. */
  23349. pressure?: number;
  23350. /**
  23351. * The stiffness the physics imposter, soft object only
  23352. */
  23353. stiffness?: number;
  23354. /**
  23355. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23356. */
  23357. velocityIterations?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23360. */
  23361. positionIterations?: number;
  23362. /**
  23363. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23364. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23365. * Add to fix multiple points
  23366. */
  23367. fixedPoints?: number;
  23368. /**
  23369. * The collision margin around a soft object
  23370. */
  23371. margin?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. damping?: number;
  23376. /**
  23377. * The path for a rope based on an extrusion
  23378. */
  23379. path?: any;
  23380. /**
  23381. * The shape of an extrusion used for a rope based on an extrusion
  23382. */
  23383. shape?: any;
  23384. }
  23385. /**
  23386. * Interface for a physics-enabled object
  23387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23388. */
  23389. export interface IPhysicsEnabledObject {
  23390. /**
  23391. * The position of the physics-enabled object
  23392. */
  23393. position: Vector3;
  23394. /**
  23395. * The rotation of the physics-enabled object
  23396. */
  23397. rotationQuaternion: Nullable<Quaternion>;
  23398. /**
  23399. * The scale of the physics-enabled object
  23400. */
  23401. scaling: Vector3;
  23402. /**
  23403. * The rotation of the physics-enabled object
  23404. */
  23405. rotation?: Vector3;
  23406. /**
  23407. * The parent of the physics-enabled object
  23408. */
  23409. parent?: any;
  23410. /**
  23411. * The bounding info of the physics-enabled object
  23412. * @returns The bounding info of the physics-enabled object
  23413. */
  23414. getBoundingInfo(): BoundingInfo;
  23415. /**
  23416. * Computes the world matrix
  23417. * @param force Specifies if the world matrix should be computed by force
  23418. * @returns A world matrix
  23419. */
  23420. computeWorldMatrix(force: boolean): Matrix;
  23421. /**
  23422. * Gets the world matrix
  23423. * @returns A world matrix
  23424. */
  23425. getWorldMatrix?(): Matrix;
  23426. /**
  23427. * Gets the child meshes
  23428. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23429. * @returns An array of abstract meshes
  23430. */
  23431. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23432. /**
  23433. * Gets the vertex data
  23434. * @param kind The type of vertex data
  23435. * @returns A nullable array of numbers, or a float32 array
  23436. */
  23437. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23438. /**
  23439. * Gets the indices from the mesh
  23440. * @returns A nullable array of index arrays
  23441. */
  23442. getIndices?(): Nullable<IndicesArray>;
  23443. /**
  23444. * Gets the scene from the mesh
  23445. * @returns the indices array or null
  23446. */
  23447. getScene?(): Scene;
  23448. /**
  23449. * Gets the absolute position from the mesh
  23450. * @returns the absolute position
  23451. */
  23452. getAbsolutePosition(): Vector3;
  23453. /**
  23454. * Gets the absolute pivot point from the mesh
  23455. * @returns the absolute pivot point
  23456. */
  23457. getAbsolutePivotPoint(): Vector3;
  23458. /**
  23459. * Rotates the mesh
  23460. * @param axis The axis of rotation
  23461. * @param amount The amount of rotation
  23462. * @param space The space of the rotation
  23463. * @returns The rotation transform node
  23464. */
  23465. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23466. /**
  23467. * Translates the mesh
  23468. * @param axis The axis of translation
  23469. * @param distance The distance of translation
  23470. * @param space The space of the translation
  23471. * @returns The transform node
  23472. */
  23473. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23474. /**
  23475. * Sets the absolute position of the mesh
  23476. * @param absolutePosition The absolute position of the mesh
  23477. * @returns The transform node
  23478. */
  23479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23480. /**
  23481. * Gets the class name of the mesh
  23482. * @returns The class name
  23483. */
  23484. getClassName(): string;
  23485. }
  23486. /**
  23487. * Represents a physics imposter
  23488. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23489. */
  23490. export class PhysicsImpostor {
  23491. /**
  23492. * The physics-enabled object used as the physics imposter
  23493. */
  23494. object: IPhysicsEnabledObject;
  23495. /**
  23496. * The type of the physics imposter
  23497. */
  23498. type: number;
  23499. private _options;
  23500. private _scene?;
  23501. /**
  23502. * The default object size of the imposter
  23503. */
  23504. static DEFAULT_OBJECT_SIZE: Vector3;
  23505. /**
  23506. * The identity quaternion of the imposter
  23507. */
  23508. static IDENTITY_QUATERNION: Quaternion;
  23509. /** @hidden */
  23510. _pluginData: any;
  23511. private _physicsEngine;
  23512. private _physicsBody;
  23513. private _bodyUpdateRequired;
  23514. private _onBeforePhysicsStepCallbacks;
  23515. private _onAfterPhysicsStepCallbacks;
  23516. /** @hidden */
  23517. _onPhysicsCollideCallbacks: Array<{
  23518. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23519. otherImpostors: Array<PhysicsImpostor>;
  23520. }>;
  23521. private _deltaPosition;
  23522. private _deltaRotation;
  23523. private _deltaRotationConjugated;
  23524. /** @hidden */
  23525. _isFromLine: boolean;
  23526. private _parent;
  23527. private _isDisposed;
  23528. private static _tmpVecs;
  23529. private static _tmpQuat;
  23530. /**
  23531. * Specifies if the physics imposter is disposed
  23532. */
  23533. readonly isDisposed: boolean;
  23534. /**
  23535. * Gets the mass of the physics imposter
  23536. */
  23537. mass: number;
  23538. /**
  23539. * Gets the coefficient of friction
  23540. */
  23541. /**
  23542. * Sets the coefficient of friction
  23543. */
  23544. friction: number;
  23545. /**
  23546. * Gets the coefficient of restitution
  23547. */
  23548. /**
  23549. * Sets the coefficient of restitution
  23550. */
  23551. restitution: number;
  23552. /**
  23553. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23554. */
  23555. /**
  23556. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23557. */
  23558. pressure: number;
  23559. /**
  23560. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. /**
  23563. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23564. */
  23565. stiffness: number;
  23566. /**
  23567. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. /**
  23570. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23571. */
  23572. velocityIterations: number;
  23573. /**
  23574. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. /**
  23577. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23578. */
  23579. positionIterations: number;
  23580. /**
  23581. * The unique id of the physics imposter
  23582. * set by the physics engine when adding this impostor to the array
  23583. */
  23584. uniqueId: number;
  23585. /**
  23586. * @hidden
  23587. */
  23588. soft: boolean;
  23589. /**
  23590. * @hidden
  23591. */
  23592. segments: number;
  23593. private _joints;
  23594. /**
  23595. * Initializes the physics imposter
  23596. * @param object The physics-enabled object used as the physics imposter
  23597. * @param type The type of the physics imposter
  23598. * @param _options The options for the physics imposter
  23599. * @param _scene The Babylon scene
  23600. */
  23601. constructor(
  23602. /**
  23603. * The physics-enabled object used as the physics imposter
  23604. */
  23605. object: IPhysicsEnabledObject,
  23606. /**
  23607. * The type of the physics imposter
  23608. */
  23609. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23610. /**
  23611. * This function will completly initialize this impostor.
  23612. * It will create a new body - but only if this mesh has no parent.
  23613. * If it has, this impostor will not be used other than to define the impostor
  23614. * of the child mesh.
  23615. * @hidden
  23616. */
  23617. _init(): void;
  23618. private _getPhysicsParent;
  23619. /**
  23620. * Should a new body be generated.
  23621. * @returns boolean specifying if body initialization is required
  23622. */
  23623. isBodyInitRequired(): boolean;
  23624. /**
  23625. * Sets the updated scaling
  23626. * @param updated Specifies if the scaling is updated
  23627. */
  23628. setScalingUpdated(): void;
  23629. /**
  23630. * Force a regeneration of this or the parent's impostor's body.
  23631. * Use under cautious - This will remove all joints already implemented.
  23632. */
  23633. forceUpdate(): void;
  23634. /**
  23635. * Gets the body that holds this impostor. Either its own, or its parent.
  23636. */
  23637. /**
  23638. * Set the physics body. Used mainly by the physics engine/plugin
  23639. */
  23640. physicsBody: any;
  23641. /**
  23642. * Get the parent of the physics imposter
  23643. * @returns Physics imposter or null
  23644. */
  23645. /**
  23646. * Sets the parent of the physics imposter
  23647. */
  23648. parent: Nullable<PhysicsImpostor>;
  23649. /**
  23650. * Resets the update flags
  23651. */
  23652. resetUpdateFlags(): void;
  23653. /**
  23654. * Gets the object extend size
  23655. * @returns the object extend size
  23656. */
  23657. getObjectExtendSize(): Vector3;
  23658. /**
  23659. * Gets the object center
  23660. * @returns The object center
  23661. */
  23662. getObjectCenter(): Vector3;
  23663. /**
  23664. * Get a specific parametes from the options parameter
  23665. * @param paramName The object parameter name
  23666. * @returns The object parameter
  23667. */
  23668. getParam(paramName: string): any;
  23669. /**
  23670. * Sets a specific parameter in the options given to the physics plugin
  23671. * @param paramName The parameter name
  23672. * @param value The value of the parameter
  23673. */
  23674. setParam(paramName: string, value: number): void;
  23675. /**
  23676. * Specifically change the body's mass option. Won't recreate the physics body object
  23677. * @param mass The mass of the physics imposter
  23678. */
  23679. setMass(mass: number): void;
  23680. /**
  23681. * Gets the linear velocity
  23682. * @returns linear velocity or null
  23683. */
  23684. getLinearVelocity(): Nullable<Vector3>;
  23685. /**
  23686. * Sets the linear velocity
  23687. * @param velocity linear velocity or null
  23688. */
  23689. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23690. /**
  23691. * Gets the angular velocity
  23692. * @returns angular velocity or null
  23693. */
  23694. getAngularVelocity(): Nullable<Vector3>;
  23695. /**
  23696. * Sets the angular velocity
  23697. * @param velocity The velocity or null
  23698. */
  23699. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23700. /**
  23701. * Execute a function with the physics plugin native code
  23702. * Provide a function the will have two variables - the world object and the physics body object
  23703. * @param func The function to execute with the physics plugin native code
  23704. */
  23705. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23706. /**
  23707. * Register a function that will be executed before the physics world is stepping forward
  23708. * @param func The function to execute before the physics world is stepped forward
  23709. */
  23710. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23711. /**
  23712. * Unregister a function that will be executed before the physics world is stepping forward
  23713. * @param func The function to execute before the physics world is stepped forward
  23714. */
  23715. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23716. /**
  23717. * Register a function that will be executed after the physics step
  23718. * @param func The function to execute after physics step
  23719. */
  23720. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23721. /**
  23722. * Unregisters a function that will be executed after the physics step
  23723. * @param func The function to execute after physics step
  23724. */
  23725. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23726. /**
  23727. * register a function that will be executed when this impostor collides against a different body
  23728. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23729. * @param func Callback that is executed on collision
  23730. */
  23731. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23732. /**
  23733. * Unregisters the physics imposter on contact
  23734. * @param collideAgainst The physics object to collide against
  23735. * @param func Callback to execute on collision
  23736. */
  23737. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23738. private _tmpQuat;
  23739. private _tmpQuat2;
  23740. /**
  23741. * Get the parent rotation
  23742. * @returns The parent rotation
  23743. */
  23744. getParentsRotation(): Quaternion;
  23745. /**
  23746. * this function is executed by the physics engine.
  23747. */
  23748. beforeStep: () => void;
  23749. /**
  23750. * this function is executed by the physics engine
  23751. */
  23752. afterStep: () => void;
  23753. /**
  23754. * Legacy collision detection event support
  23755. */
  23756. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23757. /**
  23758. * event and body object due to cannon's event-based architecture.
  23759. */
  23760. onCollide: (e: {
  23761. body: any;
  23762. }) => void;
  23763. /**
  23764. * Apply a force
  23765. * @param force The force to apply
  23766. * @param contactPoint The contact point for the force
  23767. * @returns The physics imposter
  23768. */
  23769. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23770. /**
  23771. * Apply an impulse
  23772. * @param force The impulse force
  23773. * @param contactPoint The contact point for the impulse force
  23774. * @returns The physics imposter
  23775. */
  23776. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23777. /**
  23778. * A help function to create a joint
  23779. * @param otherImpostor A physics imposter used to create a joint
  23780. * @param jointType The type of joint
  23781. * @param jointData The data for the joint
  23782. * @returns The physics imposter
  23783. */
  23784. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23785. /**
  23786. * Add a joint to this impostor with a different impostor
  23787. * @param otherImpostor A physics imposter used to add a joint
  23788. * @param joint The joint to add
  23789. * @returns The physics imposter
  23790. */
  23791. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23792. /**
  23793. * Add an anchor to a cloth impostor
  23794. * @param otherImpostor rigid impostor to anchor to
  23795. * @param width ratio across width from 0 to 1
  23796. * @param height ratio up height from 0 to 1
  23797. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23798. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23799. * @returns impostor the soft imposter
  23800. */
  23801. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23802. /**
  23803. * Add a hook to a rope impostor
  23804. * @param otherImpostor rigid impostor to anchor to
  23805. * @param length ratio across rope from 0 to 1
  23806. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23807. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23808. * @returns impostor the rope imposter
  23809. */
  23810. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23811. /**
  23812. * Will keep this body still, in a sleep mode.
  23813. * @returns the physics imposter
  23814. */
  23815. sleep(): PhysicsImpostor;
  23816. /**
  23817. * Wake the body up.
  23818. * @returns The physics imposter
  23819. */
  23820. wakeUp(): PhysicsImpostor;
  23821. /**
  23822. * Clones the physics imposter
  23823. * @param newObject The physics imposter clones to this physics-enabled object
  23824. * @returns A nullable physics imposter
  23825. */
  23826. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23827. /**
  23828. * Disposes the physics imposter
  23829. */
  23830. dispose(): void;
  23831. /**
  23832. * Sets the delta position
  23833. * @param position The delta position amount
  23834. */
  23835. setDeltaPosition(position: Vector3): void;
  23836. /**
  23837. * Sets the delta rotation
  23838. * @param rotation The delta rotation amount
  23839. */
  23840. setDeltaRotation(rotation: Quaternion): void;
  23841. /**
  23842. * Gets the box size of the physics imposter and stores the result in the input parameter
  23843. * @param result Stores the box size
  23844. * @returns The physics imposter
  23845. */
  23846. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23847. /**
  23848. * Gets the radius of the physics imposter
  23849. * @returns Radius of the physics imposter
  23850. */
  23851. getRadius(): number;
  23852. /**
  23853. * Sync a bone with this impostor
  23854. * @param bone The bone to sync to the impostor.
  23855. * @param boneMesh The mesh that the bone is influencing.
  23856. * @param jointPivot The pivot of the joint / bone in local space.
  23857. * @param distToJoint Optional distance from the impostor to the joint.
  23858. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23859. */
  23860. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23861. /**
  23862. * Sync impostor to a bone
  23863. * @param bone The bone that the impostor will be synced to.
  23864. * @param boneMesh The mesh that the bone is influencing.
  23865. * @param jointPivot The pivot of the joint / bone in local space.
  23866. * @param distToJoint Optional distance from the impostor to the joint.
  23867. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23868. * @param boneAxis Optional vector3 axis the bone is aligned with
  23869. */
  23870. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23871. /**
  23872. * No-Imposter type
  23873. */
  23874. static NoImpostor: number;
  23875. /**
  23876. * Sphere-Imposter type
  23877. */
  23878. static SphereImpostor: number;
  23879. /**
  23880. * Box-Imposter type
  23881. */
  23882. static BoxImpostor: number;
  23883. /**
  23884. * Plane-Imposter type
  23885. */
  23886. static PlaneImpostor: number;
  23887. /**
  23888. * Mesh-imposter type
  23889. */
  23890. static MeshImpostor: number;
  23891. /**
  23892. * Capsule-Impostor type (Ammo.js plugin only)
  23893. */
  23894. static CapsuleImpostor: number;
  23895. /**
  23896. * Cylinder-Imposter type
  23897. */
  23898. static CylinderImpostor: number;
  23899. /**
  23900. * Particle-Imposter type
  23901. */
  23902. static ParticleImpostor: number;
  23903. /**
  23904. * Heightmap-Imposter type
  23905. */
  23906. static HeightmapImpostor: number;
  23907. /**
  23908. * ConvexHull-Impostor type (Ammo.js plugin only)
  23909. */
  23910. static ConvexHullImpostor: number;
  23911. /**
  23912. * Rope-Imposter type
  23913. */
  23914. static RopeImpostor: number;
  23915. /**
  23916. * Cloth-Imposter type
  23917. */
  23918. static ClothImpostor: number;
  23919. /**
  23920. * Softbody-Imposter type
  23921. */
  23922. static SoftbodyImpostor: number;
  23923. }
  23924. }
  23925. declare module "babylonjs/Meshes/mesh" {
  23926. import { Observable } from "babylonjs/Misc/observable";
  23927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23928. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23929. import { Camera } from "babylonjs/Cameras/camera";
  23930. import { Scene } from "babylonjs/scene";
  23931. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23932. import { Color4 } from "babylonjs/Maths/math.color";
  23933. import { Engine } from "babylonjs/Engines/engine";
  23934. import { Node } from "babylonjs/node";
  23935. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23936. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23937. import { Buffer } from "babylonjs/Meshes/buffer";
  23938. import { Geometry } from "babylonjs/Meshes/geometry";
  23939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23940. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23941. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23942. import { Effect } from "babylonjs/Materials/effect";
  23943. import { Material } from "babylonjs/Materials/material";
  23944. import { Skeleton } from "babylonjs/Bones/skeleton";
  23945. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23946. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23947. import { Path3D } from "babylonjs/Maths/math.path";
  23948. import { Plane } from "babylonjs/Maths/math.plane";
  23949. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23950. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23951. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23952. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23953. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23954. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23955. /**
  23956. * @hidden
  23957. **/
  23958. export class _CreationDataStorage {
  23959. closePath?: boolean;
  23960. closeArray?: boolean;
  23961. idx: number[];
  23962. dashSize: number;
  23963. gapSize: number;
  23964. path3D: Path3D;
  23965. pathArray: Vector3[][];
  23966. arc: number;
  23967. radius: number;
  23968. cap: number;
  23969. tessellation: number;
  23970. }
  23971. /**
  23972. * @hidden
  23973. **/
  23974. class _InstanceDataStorage {
  23975. visibleInstances: any;
  23976. batchCache: _InstancesBatch;
  23977. instancesBufferSize: number;
  23978. instancesBuffer: Nullable<Buffer>;
  23979. instancesData: Float32Array;
  23980. overridenInstanceCount: number;
  23981. isFrozen: boolean;
  23982. previousBatch: Nullable<_InstancesBatch>;
  23983. hardwareInstancedRendering: boolean;
  23984. sideOrientation: number;
  23985. }
  23986. /**
  23987. * @hidden
  23988. **/
  23989. export class _InstancesBatch {
  23990. mustReturn: boolean;
  23991. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23992. renderSelf: boolean[];
  23993. hardwareInstancedRendering: boolean[];
  23994. }
  23995. /**
  23996. * Class used to represent renderable models
  23997. */
  23998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23999. /**
  24000. * Mesh side orientation : usually the external or front surface
  24001. */
  24002. static readonly FRONTSIDE: number;
  24003. /**
  24004. * Mesh side orientation : usually the internal or back surface
  24005. */
  24006. static readonly BACKSIDE: number;
  24007. /**
  24008. * Mesh side orientation : both internal and external or front and back surfaces
  24009. */
  24010. static readonly DOUBLESIDE: number;
  24011. /**
  24012. * Mesh side orientation : by default, `FRONTSIDE`
  24013. */
  24014. static readonly DEFAULTSIDE: number;
  24015. /**
  24016. * Mesh cap setting : no cap
  24017. */
  24018. static readonly NO_CAP: number;
  24019. /**
  24020. * Mesh cap setting : one cap at the beginning of the mesh
  24021. */
  24022. static readonly CAP_START: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the end of the mesh
  24025. */
  24026. static readonly CAP_END: number;
  24027. /**
  24028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24029. */
  24030. static readonly CAP_ALL: number;
  24031. /**
  24032. * Mesh pattern setting : no flip or rotate
  24033. */
  24034. static readonly NO_FLIP: number;
  24035. /**
  24036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24037. */
  24038. static readonly FLIP_TILE: number;
  24039. /**
  24040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24041. */
  24042. static readonly ROTATE_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24045. */
  24046. static readonly FLIP_ROW: number;
  24047. /**
  24048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24049. */
  24050. static readonly ROTATE_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24053. */
  24054. static readonly FLIP_N_ROTATE_TILE: number;
  24055. /**
  24056. * Mesh pattern setting : rotate pattern and rotate
  24057. */
  24058. static readonly FLIP_N_ROTATE_ROW: number;
  24059. /**
  24060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24061. */
  24062. static readonly CENTER: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles on left
  24065. */
  24066. static readonly LEFT: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on right
  24069. */
  24070. static readonly RIGHT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on top
  24073. */
  24074. static readonly TOP: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on bottom
  24077. */
  24078. static readonly BOTTOM: number;
  24079. /**
  24080. * Gets the default side orientation.
  24081. * @param orientation the orientation to value to attempt to get
  24082. * @returns the default orientation
  24083. * @hidden
  24084. */
  24085. static _GetDefaultSideOrientation(orientation?: number): number;
  24086. private _internalMeshDataInfo;
  24087. /**
  24088. * An event triggered before rendering the mesh
  24089. */
  24090. readonly onBeforeRenderObservable: Observable<Mesh>;
  24091. /**
  24092. * An event triggered before binding the mesh
  24093. */
  24094. readonly onBeforeBindObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered after rendering the mesh
  24097. */
  24098. readonly onAfterRenderObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered before drawing the mesh
  24101. */
  24102. readonly onBeforeDrawObservable: Observable<Mesh>;
  24103. private _onBeforeDrawObserver;
  24104. /**
  24105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24106. */
  24107. onBeforeDraw: () => void;
  24108. readonly hasInstances: boolean;
  24109. /**
  24110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24112. */
  24113. delayLoadState: number;
  24114. /**
  24115. * Gets the list of instances created from this mesh
  24116. * it is not supposed to be modified manually.
  24117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24119. */
  24120. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24121. /**
  24122. * Gets the file containing delay loading data for this mesh
  24123. */
  24124. delayLoadingFile: string;
  24125. /** @hidden */
  24126. _binaryInfo: any;
  24127. /**
  24128. * User defined function used to change how LOD level selection is done
  24129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24130. */
  24131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24132. /**
  24133. * Gets or sets the morph target manager
  24134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24135. */
  24136. morphTargetManager: Nullable<MorphTargetManager>;
  24137. /** @hidden */
  24138. _creationDataStorage: Nullable<_CreationDataStorage>;
  24139. /** @hidden */
  24140. _geometry: Nullable<Geometry>;
  24141. /** @hidden */
  24142. _delayInfo: Array<string>;
  24143. /** @hidden */
  24144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24145. /** @hidden */
  24146. _instanceDataStorage: _InstanceDataStorage;
  24147. private _effectiveMaterial;
  24148. /** @hidden */
  24149. _shouldGenerateFlatShading: boolean;
  24150. /** @hidden */
  24151. _originalBuilderSideOrientation: number;
  24152. /**
  24153. * Use this property to change the original side orientation defined at construction time
  24154. */
  24155. overrideMaterialSideOrientation: Nullable<number>;
  24156. /**
  24157. * Gets the source mesh (the one used to clone this one from)
  24158. */
  24159. readonly source: Nullable<Mesh>;
  24160. /**
  24161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24162. */
  24163. isUnIndexed: boolean;
  24164. /**
  24165. * @constructor
  24166. * @param name The value used by scene.getMeshByName() to do a lookup.
  24167. * @param scene The scene to add this mesh to.
  24168. * @param parent The parent of this mesh, if it has one
  24169. * @param source An optional Mesh from which geometry is shared, cloned.
  24170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24171. * When false, achieved by calling a clone(), also passing False.
  24172. * This will make creation of children, recursive.
  24173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24174. */
  24175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24177. /**
  24178. * Gets the class name
  24179. * @returns the string "Mesh".
  24180. */
  24181. getClassName(): string;
  24182. /** @hidden */
  24183. readonly _isMesh: boolean;
  24184. /**
  24185. * Returns a description of this mesh
  24186. * @param fullDetails define if full details about this mesh must be used
  24187. * @returns a descriptive string representing this mesh
  24188. */
  24189. toString(fullDetails?: boolean): string;
  24190. /** @hidden */
  24191. _unBindEffect(): void;
  24192. /**
  24193. * Gets a boolean indicating if this mesh has LOD
  24194. */
  24195. readonly hasLODLevels: boolean;
  24196. /**
  24197. * Gets the list of MeshLODLevel associated with the current mesh
  24198. * @returns an array of MeshLODLevel
  24199. */
  24200. getLODLevels(): MeshLODLevel[];
  24201. private _sortLODLevels;
  24202. /**
  24203. * Add a mesh as LOD level triggered at the given distance.
  24204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24205. * @param distance The distance from the center of the object to show this level
  24206. * @param mesh The mesh to be added as LOD level (can be null)
  24207. * @return This mesh (for chaining)
  24208. */
  24209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24210. /**
  24211. * Returns the LOD level mesh at the passed distance or null if not found.
  24212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24213. * @param distance The distance from the center of the object to show this level
  24214. * @returns a Mesh or `null`
  24215. */
  24216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24217. /**
  24218. * Remove a mesh from the LOD array
  24219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24220. * @param mesh defines the mesh to be removed
  24221. * @return This mesh (for chaining)
  24222. */
  24223. removeLODLevel(mesh: Mesh): Mesh;
  24224. /**
  24225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24227. * @param camera defines the camera to use to compute distance
  24228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24229. * @return This mesh (for chaining)
  24230. */
  24231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24232. /**
  24233. * Gets the mesh internal Geometry object
  24234. */
  24235. readonly geometry: Nullable<Geometry>;
  24236. /**
  24237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24238. * @returns the total number of vertices
  24239. */
  24240. getTotalVertices(): number;
  24241. /**
  24242. * Returns the content of an associated vertex buffer
  24243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24244. * - VertexBuffer.PositionKind
  24245. * - VertexBuffer.UVKind
  24246. * - VertexBuffer.UV2Kind
  24247. * - VertexBuffer.UV3Kind
  24248. * - VertexBuffer.UV4Kind
  24249. * - VertexBuffer.UV5Kind
  24250. * - VertexBuffer.UV6Kind
  24251. * - VertexBuffer.ColorKind
  24252. * - VertexBuffer.MatricesIndicesKind
  24253. * - VertexBuffer.MatricesIndicesExtraKind
  24254. * - VertexBuffer.MatricesWeightsKind
  24255. * - VertexBuffer.MatricesWeightsExtraKind
  24256. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24259. */
  24260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24261. /**
  24262. * Returns the mesh VertexBuffer object from the requested `kind`
  24263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24278. */
  24279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24280. /**
  24281. * Tests if a specific vertex buffer is associated with this mesh
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.NormalKind
  24285. * - VertexBuffer.UVKind
  24286. * - VertexBuffer.UV2Kind
  24287. * - VertexBuffer.UV3Kind
  24288. * - VertexBuffer.UV4Kind
  24289. * - VertexBuffer.UV5Kind
  24290. * - VertexBuffer.UV6Kind
  24291. * - VertexBuffer.ColorKind
  24292. * - VertexBuffer.MatricesIndicesKind
  24293. * - VertexBuffer.MatricesIndicesExtraKind
  24294. * - VertexBuffer.MatricesWeightsKind
  24295. * - VertexBuffer.MatricesWeightsExtraKind
  24296. * @returns a boolean
  24297. */
  24298. isVerticesDataPresent(kind: string): boolean;
  24299. /**
  24300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24302. * - VertexBuffer.PositionKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns a boolean
  24315. */
  24316. isVertexBufferUpdatable(kind: string): boolean;
  24317. /**
  24318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24320. * - VertexBuffer.PositionKind
  24321. * - VertexBuffer.NormalKind
  24322. * - VertexBuffer.UVKind
  24323. * - VertexBuffer.UV2Kind
  24324. * - VertexBuffer.UV3Kind
  24325. * - VertexBuffer.UV4Kind
  24326. * - VertexBuffer.UV5Kind
  24327. * - VertexBuffer.UV6Kind
  24328. * - VertexBuffer.ColorKind
  24329. * - VertexBuffer.MatricesIndicesKind
  24330. * - VertexBuffer.MatricesIndicesExtraKind
  24331. * - VertexBuffer.MatricesWeightsKind
  24332. * - VertexBuffer.MatricesWeightsExtraKind
  24333. * @returns an array of strings
  24334. */
  24335. getVerticesDataKinds(): string[];
  24336. /**
  24337. * Returns a positive integer : the total number of indices in this mesh geometry.
  24338. * @returns the numner of indices or zero if the mesh has no geometry.
  24339. */
  24340. getTotalIndices(): number;
  24341. /**
  24342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24343. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24345. * @returns the indices array or an empty array if the mesh has no geometry
  24346. */
  24347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24348. readonly isBlocked: boolean;
  24349. /**
  24350. * Determine if the current mesh is ready to be rendered
  24351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24353. * @returns true if all associated assets are ready (material, textures, shaders)
  24354. */
  24355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24356. /**
  24357. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24358. */
  24359. readonly areNormalsFrozen: boolean;
  24360. /**
  24361. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24362. * @returns the current mesh
  24363. */
  24364. freezeNormals(): Mesh;
  24365. /**
  24366. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24367. * @returns the current mesh
  24368. */
  24369. unfreezeNormals(): Mesh;
  24370. /**
  24371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24372. */
  24373. overridenInstanceCount: number;
  24374. /** @hidden */
  24375. _preActivate(): Mesh;
  24376. /** @hidden */
  24377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24378. /** @hidden */
  24379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24380. /**
  24381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24382. * This means the mesh underlying bounding box and sphere are recomputed.
  24383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24384. * @returns the current mesh
  24385. */
  24386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24387. /** @hidden */
  24388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24389. /**
  24390. * This function will subdivide the mesh into multiple submeshes
  24391. * @param count defines the expected number of submeshes
  24392. */
  24393. subdivide(count: number): void;
  24394. /**
  24395. * Copy a FloatArray into a specific associated vertex buffer
  24396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24397. * - VertexBuffer.PositionKind
  24398. * - VertexBuffer.UVKind
  24399. * - VertexBuffer.UV2Kind
  24400. * - VertexBuffer.UV3Kind
  24401. * - VertexBuffer.UV4Kind
  24402. * - VertexBuffer.UV5Kind
  24403. * - VertexBuffer.UV6Kind
  24404. * - VertexBuffer.ColorKind
  24405. * - VertexBuffer.MatricesIndicesKind
  24406. * - VertexBuffer.MatricesIndicesExtraKind
  24407. * - VertexBuffer.MatricesWeightsKind
  24408. * - VertexBuffer.MatricesWeightsExtraKind
  24409. * @param data defines the data source
  24410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24411. * @param stride defines the data stride size (can be null)
  24412. * @returns the current mesh
  24413. */
  24414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24415. /**
  24416. * Flags an associated vertex buffer as updatable
  24417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24418. * - VertexBuffer.PositionKind
  24419. * - VertexBuffer.UVKind
  24420. * - VertexBuffer.UV2Kind
  24421. * - VertexBuffer.UV3Kind
  24422. * - VertexBuffer.UV4Kind
  24423. * - VertexBuffer.UV5Kind
  24424. * - VertexBuffer.UV6Kind
  24425. * - VertexBuffer.ColorKind
  24426. * - VertexBuffer.MatricesIndicesKind
  24427. * - VertexBuffer.MatricesIndicesExtraKind
  24428. * - VertexBuffer.MatricesWeightsKind
  24429. * - VertexBuffer.MatricesWeightsExtraKind
  24430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24431. */
  24432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24433. /**
  24434. * Sets the mesh global Vertex Buffer
  24435. * @param buffer defines the buffer to use
  24436. * @returns the current mesh
  24437. */
  24438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24439. /**
  24440. * Update a specific associated vertex buffer
  24441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24442. * - VertexBuffer.PositionKind
  24443. * - VertexBuffer.UVKind
  24444. * - VertexBuffer.UV2Kind
  24445. * - VertexBuffer.UV3Kind
  24446. * - VertexBuffer.UV4Kind
  24447. * - VertexBuffer.UV5Kind
  24448. * - VertexBuffer.UV6Kind
  24449. * - VertexBuffer.ColorKind
  24450. * - VertexBuffer.MatricesIndicesKind
  24451. * - VertexBuffer.MatricesIndicesExtraKind
  24452. * - VertexBuffer.MatricesWeightsKind
  24453. * - VertexBuffer.MatricesWeightsExtraKind
  24454. * @param data defines the data source
  24455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24456. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24457. * @returns the current mesh
  24458. */
  24459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24460. /**
  24461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24465. * @returns the current mesh
  24466. */
  24467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24468. /**
  24469. * Creates a un-shared specific occurence of the geometry for the mesh.
  24470. * @returns the current mesh
  24471. */
  24472. makeGeometryUnique(): Mesh;
  24473. /**
  24474. * Set the index buffer of this mesh
  24475. * @param indices defines the source data
  24476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24478. * @returns the current mesh
  24479. */
  24480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24481. /**
  24482. * Update the current index buffer
  24483. * @param indices defines the source data
  24484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24485. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24486. * @returns the current mesh
  24487. */
  24488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24489. /**
  24490. * Invert the geometry to move from a right handed system to a left handed one.
  24491. * @returns the current mesh
  24492. */
  24493. toLeftHanded(): Mesh;
  24494. /** @hidden */
  24495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24496. /** @hidden */
  24497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24498. /**
  24499. * Registers for this mesh a javascript function called just before the rendering process
  24500. * @param func defines the function to call before rendering this mesh
  24501. * @returns the current mesh
  24502. */
  24503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24504. /**
  24505. * Disposes a previously registered javascript function called before the rendering
  24506. * @param func defines the function to remove
  24507. * @returns the current mesh
  24508. */
  24509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24510. /**
  24511. * Registers for this mesh a javascript function called just after the rendering is complete
  24512. * @param func defines the function to call after rendering this mesh
  24513. * @returns the current mesh
  24514. */
  24515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24516. /**
  24517. * Disposes a previously registered javascript function called after the rendering.
  24518. * @param func defines the function to remove
  24519. * @returns the current mesh
  24520. */
  24521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24522. /** @hidden */
  24523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24524. /** @hidden */
  24525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24526. /** @hidden */
  24527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24528. /** @hidden */
  24529. _rebuild(): void;
  24530. /** @hidden */
  24531. _freeze(): void;
  24532. /** @hidden */
  24533. _unFreeze(): void;
  24534. /**
  24535. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24536. * @param subMesh defines the subMesh to render
  24537. * @param enableAlphaMode defines if alpha mode can be changed
  24538. * @returns the current mesh
  24539. */
  24540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24541. private _onBeforeDraw;
  24542. /**
  24543. * Renormalize the mesh and patch it up if there are no weights
  24544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24545. * However in the case of zero weights then we set just a single influence to 1.
  24546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24547. */
  24548. cleanMatrixWeights(): void;
  24549. private normalizeSkinFourWeights;
  24550. private normalizeSkinWeightsAndExtra;
  24551. /**
  24552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24554. * the user know there was an issue with importing the mesh
  24555. * @returns a validation object with skinned, valid and report string
  24556. */
  24557. validateSkinning(): {
  24558. skinned: boolean;
  24559. valid: boolean;
  24560. report: string;
  24561. };
  24562. /** @hidden */
  24563. _checkDelayState(): Mesh;
  24564. private _queueLoad;
  24565. /**
  24566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24567. * A mesh is in the frustum if its bounding box intersects the frustum
  24568. * @param frustumPlanes defines the frustum to test
  24569. * @returns true if the mesh is in the frustum planes
  24570. */
  24571. isInFrustum(frustumPlanes: Plane[]): boolean;
  24572. /**
  24573. * Sets the mesh material by the material or multiMaterial `id` property
  24574. * @param id is a string identifying the material or the multiMaterial
  24575. * @returns the current mesh
  24576. */
  24577. setMaterialByID(id: string): Mesh;
  24578. /**
  24579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24580. * @returns an array of IAnimatable
  24581. */
  24582. getAnimatables(): IAnimatable[];
  24583. /**
  24584. * Modifies the mesh geometry according to the passed transformation matrix.
  24585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24586. * The mesh normals are modified using the same transformation.
  24587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24588. * @param transform defines the transform matrix to use
  24589. * @see http://doc.babylonjs.com/resources/baking_transformations
  24590. * @returns the current mesh
  24591. */
  24592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24593. /**
  24594. * Modifies the mesh geometry according to its own current World Matrix.
  24595. * The mesh World Matrix is then reset.
  24596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24598. * @see http://doc.babylonjs.com/resources/baking_transformations
  24599. * @returns the current mesh
  24600. */
  24601. bakeCurrentTransformIntoVertices(): Mesh;
  24602. /** @hidden */
  24603. readonly _positions: Nullable<Vector3[]>;
  24604. /** @hidden */
  24605. _resetPointsArrayCache(): Mesh;
  24606. /** @hidden */
  24607. _generatePointsArray(): boolean;
  24608. /**
  24609. * Returns a new Mesh object generated from the current mesh properties.
  24610. * This method must not get confused with createInstance()
  24611. * @param name is a string, the name given to the new mesh
  24612. * @param newParent can be any Node object (default `null`)
  24613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24615. * @returns a new mesh
  24616. */
  24617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24618. /**
  24619. * Releases resources associated with this mesh.
  24620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24622. */
  24623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24624. /**
  24625. * Modifies the mesh geometry according to a displacement map.
  24626. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24628. * @param url is a string, the URL from the image file is to be downloaded.
  24629. * @param minHeight is the lower limit of the displacement.
  24630. * @param maxHeight is the upper limit of the displacement.
  24631. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24632. * @param uvOffset is an optional vector2 used to offset UV.
  24633. * @param uvScale is an optional vector2 used to scale UV.
  24634. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24635. * @returns the Mesh.
  24636. */
  24637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24638. /**
  24639. * Modifies the mesh geometry according to a displacementMap buffer.
  24640. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24643. * @param heightMapWidth is the width of the buffer image.
  24644. * @param heightMapHeight is the height of the buffer image.
  24645. * @param minHeight is the lower limit of the displacement.
  24646. * @param maxHeight is the upper limit of the displacement.
  24647. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24648. * @param uvOffset is an optional vector2 used to offset UV.
  24649. * @param uvScale is an optional vector2 used to scale UV.
  24650. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24651. * @returns the Mesh.
  24652. */
  24653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24654. /**
  24655. * Modify the mesh to get a flat shading rendering.
  24656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24658. * @returns current mesh
  24659. */
  24660. convertToFlatShadedMesh(): Mesh;
  24661. /**
  24662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24663. * In other words, more vertices, no more indices and a single bigger VBO.
  24664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24665. * @returns current mesh
  24666. */
  24667. convertToUnIndexedMesh(): Mesh;
  24668. /**
  24669. * Inverses facet orientations.
  24670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24671. * @param flipNormals will also inverts the normals
  24672. * @returns current mesh
  24673. */
  24674. flipFaces(flipNormals?: boolean): Mesh;
  24675. /**
  24676. * Increase the number of facets and hence vertices in a mesh
  24677. * Vertex normals are interpolated from existing vertex normals
  24678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24680. */
  24681. increaseVertices(numberPerEdge: number): void;
  24682. /**
  24683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24684. * This will undo any application of covertToFlatShadedMesh
  24685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24686. */
  24687. forceSharedVertices(): void;
  24688. /** @hidden */
  24689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24690. /** @hidden */
  24691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24692. /**
  24693. * Creates a new InstancedMesh object from the mesh model.
  24694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24695. * @param name defines the name of the new instance
  24696. * @returns a new InstancedMesh
  24697. */
  24698. createInstance(name: string): InstancedMesh;
  24699. /**
  24700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24702. * @returns the current mesh
  24703. */
  24704. synchronizeInstances(): Mesh;
  24705. /**
  24706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24708. * This should be used together with the simplification to avoid disappearing triangles.
  24709. * @param successCallback an optional success callback to be called after the optimization finished.
  24710. * @returns the current mesh
  24711. */
  24712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24713. /**
  24714. * Serialize current mesh
  24715. * @param serializationObject defines the object which will receive the serialization data
  24716. */
  24717. serialize(serializationObject: any): void;
  24718. /** @hidden */
  24719. _syncGeometryWithMorphTargetManager(): void;
  24720. /** @hidden */
  24721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24722. /**
  24723. * Returns a new Mesh object parsed from the source provided.
  24724. * @param parsedMesh is the source
  24725. * @param scene defines the hosting scene
  24726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24727. * @returns a new Mesh
  24728. */
  24729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24730. /**
  24731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24733. * @param name defines the name of the mesh to create
  24734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24736. * @param closePath creates a seam between the first and the last points of each path of the path array
  24737. * @param offset is taken in account only if the `pathArray` is containing a single path
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24742. * @returns a new Mesh
  24743. */
  24744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24745. /**
  24746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24747. * @param name defines the name of the mesh to create
  24748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24749. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24750. * @param scene defines the hosting scene
  24751. * @param updatable defines if the mesh must be flagged as updatable
  24752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24753. * @returns a new Mesh
  24754. */
  24755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24756. /**
  24757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24758. * @param name defines the name of the mesh to create
  24759. * @param size sets the size (float) of each box side (default 1)
  24760. * @param scene defines the hosting scene
  24761. * @param updatable defines if the mesh must be flagged as updatable
  24762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24763. * @returns a new Mesh
  24764. */
  24765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24766. /**
  24767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24768. * @param name defines the name of the mesh to create
  24769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24771. * @param scene defines the hosting scene
  24772. * @param updatable defines if the mesh must be flagged as updatable
  24773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24774. * @returns a new Mesh
  24775. */
  24776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24777. /**
  24778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24779. * @param name defines the name of the mesh to create
  24780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24782. * @param scene defines the hosting scene
  24783. * @returns a new Mesh
  24784. */
  24785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24786. /**
  24787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24788. * @param name defines the name of the mesh to create
  24789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24790. * @param diameterTop set the top cap diameter (floats, default 1)
  24791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24794. * @param scene defines the hosting scene
  24795. * @param updatable defines if the mesh must be flagged as updatable
  24796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24797. * @returns a new Mesh
  24798. */
  24799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24800. /**
  24801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24802. * @param name defines the name of the mesh to create
  24803. * @param diameter sets the diameter size (float) of the torus (default 1)
  24804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @returns a new Mesh
  24810. */
  24811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24812. /**
  24813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24814. * @param name defines the name of the mesh to create
  24815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24819. * @param p the number of windings on X axis (positive integers, default 2)
  24820. * @param q the number of windings on Y axis (positive integers, default 3)
  24821. * @param scene defines the hosting scene
  24822. * @param updatable defines if the mesh must be flagged as updatable
  24823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24824. * @returns a new Mesh
  24825. */
  24826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24827. /**
  24828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24829. * @param name defines the name of the mesh to create
  24830. * @param points is an array successive Vector3
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24834. * @returns a new Mesh
  24835. */
  24836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24837. /**
  24838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24839. * @param name defines the name of the mesh to create
  24840. * @param points is an array successive Vector3
  24841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24844. * @param scene defines the hosting scene
  24845. * @param updatable defines if the mesh must be flagged as updatable
  24846. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24847. * @returns a new Mesh
  24848. */
  24849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24850. /**
  24851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24853. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24856. * Remember you can only change the shape positions, not their number when updating a polygon.
  24857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24858. * @param name defines the name of the mesh to create
  24859. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24860. * @param scene defines the hosting scene
  24861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24864. * @param earcutInjection can be used to inject your own earcut reference
  24865. * @returns a new Mesh
  24866. */
  24867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24868. /**
  24869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24871. * @param name defines the name of the mesh to create
  24872. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24873. * @param depth defines the height of extrusion
  24874. * @param scene defines the hosting scene
  24875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24876. * @param updatable defines if the mesh must be flagged as updatable
  24877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24878. * @param earcutInjection can be used to inject your own earcut reference
  24879. * @returns a new Mesh
  24880. */
  24881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24882. /**
  24883. * Creates an extruded shape mesh.
  24884. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scale is the value to scale the shape
  24891. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24892. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24893. * @param scene defines the hosting scene
  24894. * @param updatable defines if the mesh must be flagged as updatable
  24895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24896. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24897. * @returns a new Mesh
  24898. */
  24899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24900. /**
  24901. * Creates an custom extruded shape mesh.
  24902. * The custom extrusion is a parametric shape.
  24903. * It has no predefined shape. Its final shape will depend on the input parameters.
  24904. * Please consider using the same method from the MeshBuilder class instead
  24905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24906. * @param name defines the name of the mesh to create
  24907. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24909. * @param scaleFunction is a custom Javascript function called on each path point
  24910. * @param rotationFunction is a custom Javascript function called on each path point
  24911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24913. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24917. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24918. * @returns a new Mesh
  24919. */
  24920. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24921. /**
  24922. * Creates lathe mesh.
  24923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24924. * Please consider using the same method from the MeshBuilder class instead
  24925. * @param name defines the name of the mesh to create
  24926. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24927. * @param radius is the radius value of the lathe
  24928. * @param tessellation is the side number of the lathe.
  24929. * @param scene defines the hosting scene
  24930. * @param updatable defines if the mesh must be flagged as updatable
  24931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24932. * @returns a new Mesh
  24933. */
  24934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24935. /**
  24936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24937. * @param name defines the name of the mesh to create
  24938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24939. * @param scene defines the hosting scene
  24940. * @param updatable defines if the mesh must be flagged as updatable
  24941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24942. * @returns a new Mesh
  24943. */
  24944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24945. /**
  24946. * Creates a ground mesh.
  24947. * Please consider using the same method from the MeshBuilder class instead
  24948. * @param name defines the name of the mesh to create
  24949. * @param width set the width of the ground
  24950. * @param height set the height of the ground
  24951. * @param subdivisions sets the number of subdivisions per side
  24952. * @param scene defines the hosting scene
  24953. * @param updatable defines if the mesh must be flagged as updatable
  24954. * @returns a new Mesh
  24955. */
  24956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24957. /**
  24958. * Creates a tiled ground mesh.
  24959. * Please consider using the same method from the MeshBuilder class instead
  24960. * @param name defines the name of the mesh to create
  24961. * @param xmin set the ground minimum X coordinate
  24962. * @param zmin set the ground minimum Y coordinate
  24963. * @param xmax set the ground maximum X coordinate
  24964. * @param zmax set the ground maximum Z coordinate
  24965. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24966. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24967. * @param scene defines the hosting scene
  24968. * @param updatable defines if the mesh must be flagged as updatable
  24969. * @returns a new Mesh
  24970. */
  24971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24972. w: number;
  24973. h: number;
  24974. }, precision: {
  24975. w: number;
  24976. h: number;
  24977. }, scene: Scene, updatable?: boolean): Mesh;
  24978. /**
  24979. * Creates a ground mesh from a height map.
  24980. * Please consider using the same method from the MeshBuilder class instead
  24981. * @see http://doc.babylonjs.com/babylon101/height_map
  24982. * @param name defines the name of the mesh to create
  24983. * @param url sets the URL of the height map image resource
  24984. * @param width set the ground width size
  24985. * @param height set the ground height size
  24986. * @param subdivisions sets the number of subdivision per side
  24987. * @param minHeight is the minimum altitude on the ground
  24988. * @param maxHeight is the maximum altitude on the ground
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24993. * @returns a new Mesh
  24994. */
  24995. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24996. /**
  24997. * Creates a tube mesh.
  24998. * The tube is a parametric shape.
  24999. * It has no predefined shape. Its final shape will depend on the input parameters.
  25000. * Please consider using the same method from the MeshBuilder class instead
  25001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25002. * @param name defines the name of the mesh to create
  25003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25004. * @param radius sets the tube radius size
  25005. * @param tessellation is the number of sides on the tubular surface
  25006. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25007. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25008. * @param scene defines the hosting scene
  25009. * @param updatable defines if the mesh must be flagged as updatable
  25010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25011. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25012. * @returns a new Mesh
  25013. */
  25014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25015. (i: number, distance: number): number;
  25016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25017. /**
  25018. * Creates a polyhedron mesh.
  25019. * Please consider using the same method from the MeshBuilder class instead.
  25020. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25021. * * The parameter `size` (positive float, default 1) sets the polygon size
  25022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25023. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25024. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25025. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25026. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25027. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25029. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25031. * @param name defines the name of the mesh to create
  25032. * @param options defines the options used to create the mesh
  25033. * @param scene defines the hosting scene
  25034. * @returns a new Mesh
  25035. */
  25036. static CreatePolyhedron(name: string, options: {
  25037. type?: number;
  25038. size?: number;
  25039. sizeX?: number;
  25040. sizeY?: number;
  25041. sizeZ?: number;
  25042. custom?: any;
  25043. faceUV?: Vector4[];
  25044. faceColors?: Color4[];
  25045. updatable?: boolean;
  25046. sideOrientation?: number;
  25047. }, scene: Scene): Mesh;
  25048. /**
  25049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25051. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25053. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25055. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25057. * @param name defines the name of the mesh
  25058. * @param options defines the options used to create the mesh
  25059. * @param scene defines the hosting scene
  25060. * @returns a new Mesh
  25061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25062. */
  25063. static CreateIcoSphere(name: string, options: {
  25064. radius?: number;
  25065. flat?: boolean;
  25066. subdivisions?: number;
  25067. sideOrientation?: number;
  25068. updatable?: boolean;
  25069. }, scene: Scene): Mesh;
  25070. /**
  25071. * Creates a decal mesh.
  25072. * Please consider using the same method from the MeshBuilder class instead.
  25073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25074. * @param name defines the name of the mesh
  25075. * @param sourceMesh defines the mesh receiving the decal
  25076. * @param position sets the position of the decal in world coordinates
  25077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25078. * @param size sets the decal scaling
  25079. * @param angle sets the angle to rotate the decal
  25080. * @returns a new Mesh
  25081. */
  25082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25083. /**
  25084. * Prepare internal position array for software CPU skinning
  25085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25086. */
  25087. setPositionsForCPUSkinning(): Float32Array;
  25088. /**
  25089. * Prepare internal normal array for software CPU skinning
  25090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25091. */
  25092. setNormalsForCPUSkinning(): Float32Array;
  25093. /**
  25094. * Updates the vertex buffer by applying transformation from the bones
  25095. * @param skeleton defines the skeleton to apply to current mesh
  25096. * @returns the current mesh
  25097. */
  25098. applySkeleton(skeleton: Skeleton): Mesh;
  25099. /**
  25100. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25101. * @param meshes defines the list of meshes to scan
  25102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25103. */
  25104. static MinMax(meshes: AbstractMesh[]): {
  25105. min: Vector3;
  25106. max: Vector3;
  25107. };
  25108. /**
  25109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25111. * @returns a vector3
  25112. */
  25113. static Center(meshesOrMinMaxVector: {
  25114. min: Vector3;
  25115. max: Vector3;
  25116. } | AbstractMesh[]): Vector3;
  25117. /**
  25118. * Merge the array of meshes into a single mesh for performance reasons.
  25119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25125. * @returns a new mesh
  25126. */
  25127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25128. /** @hidden */
  25129. addInstance(instance: InstancedMesh): void;
  25130. /** @hidden */
  25131. removeInstance(instance: InstancedMesh): void;
  25132. }
  25133. }
  25134. declare module "babylonjs/Cameras/camera" {
  25135. import { SmartArray } from "babylonjs/Misc/smartArray";
  25136. import { Observable } from "babylonjs/Misc/observable";
  25137. import { Nullable } from "babylonjs/types";
  25138. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25139. import { Scene } from "babylonjs/scene";
  25140. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25141. import { Node } from "babylonjs/node";
  25142. import { Mesh } from "babylonjs/Meshes/mesh";
  25143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25144. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25145. import { Viewport } from "babylonjs/Maths/math.viewport";
  25146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25147. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25148. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25149. import { Ray } from "babylonjs/Culling/ray";
  25150. /**
  25151. * This is the base class of all the camera used in the application.
  25152. * @see http://doc.babylonjs.com/features/cameras
  25153. */
  25154. export class Camera extends Node {
  25155. /** @hidden */
  25156. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25157. /**
  25158. * This is the default projection mode used by the cameras.
  25159. * It helps recreating a feeling of perspective and better appreciate depth.
  25160. * This is the best way to simulate real life cameras.
  25161. */
  25162. static readonly PERSPECTIVE_CAMERA: number;
  25163. /**
  25164. * This helps creating camera with an orthographic mode.
  25165. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25166. */
  25167. static readonly ORTHOGRAPHIC_CAMERA: number;
  25168. /**
  25169. * This is the default FOV mode for perspective cameras.
  25170. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25171. */
  25172. static readonly FOVMODE_VERTICAL_FIXED: number;
  25173. /**
  25174. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25177. /**
  25178. * This specifies ther is no need for a camera rig.
  25179. * Basically only one eye is rendered corresponding to the camera.
  25180. */
  25181. static readonly RIG_MODE_NONE: number;
  25182. /**
  25183. * Simulates a camera Rig with one blue eye and one red eye.
  25184. * This can be use with 3d blue and red glasses.
  25185. */
  25186. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25187. /**
  25188. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered over under each other.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25199. /**
  25200. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25201. */
  25202. static readonly RIG_MODE_VR: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25205. */
  25206. static readonly RIG_MODE_WEBVR: number;
  25207. /**
  25208. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25209. */
  25210. static readonly RIG_MODE_CUSTOM: number;
  25211. /**
  25212. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25213. */
  25214. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25215. /**
  25216. * Define the input manager associated with the camera.
  25217. */
  25218. inputs: CameraInputsManager<Camera>;
  25219. /** @hidden */
  25220. _position: Vector3;
  25221. /**
  25222. * Define the current local position of the camera in the scene
  25223. */
  25224. position: Vector3;
  25225. /**
  25226. * The vector the camera should consider as up.
  25227. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25228. */
  25229. upVector: Vector3;
  25230. /**
  25231. * Define the current limit on the left side for an orthographic camera
  25232. * In scene unit
  25233. */
  25234. orthoLeft: Nullable<number>;
  25235. /**
  25236. * Define the current limit on the right side for an orthographic camera
  25237. * In scene unit
  25238. */
  25239. orthoRight: Nullable<number>;
  25240. /**
  25241. * Define the current limit on the bottom side for an orthographic camera
  25242. * In scene unit
  25243. */
  25244. orthoBottom: Nullable<number>;
  25245. /**
  25246. * Define the current limit on the top side for an orthographic camera
  25247. * In scene unit
  25248. */
  25249. orthoTop: Nullable<number>;
  25250. /**
  25251. * Field Of View is set in Radians. (default is 0.8)
  25252. */
  25253. fov: number;
  25254. /**
  25255. * Define the minimum distance the camera can see from.
  25256. * This is important to note that the depth buffer are not infinite and the closer it starts
  25257. * the more your scene might encounter depth fighting issue.
  25258. */
  25259. minZ: number;
  25260. /**
  25261. * Define the maximum distance the camera can see to.
  25262. * This is important to note that the depth buffer are not infinite and the further it end
  25263. * the more your scene might encounter depth fighting issue.
  25264. */
  25265. maxZ: number;
  25266. /**
  25267. * Define the default inertia of the camera.
  25268. * This helps giving a smooth feeling to the camera movement.
  25269. */
  25270. inertia: number;
  25271. /**
  25272. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25273. */
  25274. mode: number;
  25275. /**
  25276. * Define wether the camera is intermediate.
  25277. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25278. */
  25279. isIntermediate: boolean;
  25280. /**
  25281. * Define the viewport of the camera.
  25282. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25283. */
  25284. viewport: Viewport;
  25285. /**
  25286. * Restricts the camera to viewing objects with the same layerMask.
  25287. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25288. */
  25289. layerMask: number;
  25290. /**
  25291. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25292. */
  25293. fovMode: number;
  25294. /**
  25295. * Rig mode of the camera.
  25296. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25297. * This is normally controlled byt the camera themselves as internal use.
  25298. */
  25299. cameraRigMode: number;
  25300. /**
  25301. * Defines the distance between both "eyes" in case of a RIG
  25302. */
  25303. interaxialDistance: number;
  25304. /**
  25305. * Defines if stereoscopic rendering is done side by side or over under.
  25306. */
  25307. isStereoscopicSideBySide: boolean;
  25308. /**
  25309. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25310. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25311. * else in the scene. (Eg. security camera)
  25312. *
  25313. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25314. */
  25315. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25316. /**
  25317. * When set, the camera will render to this render target instead of the default canvas
  25318. *
  25319. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25320. */
  25321. outputRenderTarget: Nullable<RenderTargetTexture>;
  25322. /**
  25323. * Observable triggered when the camera view matrix has changed.
  25324. */
  25325. onViewMatrixChangedObservable: Observable<Camera>;
  25326. /**
  25327. * Observable triggered when the camera Projection matrix has changed.
  25328. */
  25329. onProjectionMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the inputs have been processed.
  25332. */
  25333. onAfterCheckInputsObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when reset has been called and applied to the camera.
  25336. */
  25337. onRestoreStateObservable: Observable<Camera>;
  25338. /** @hidden */
  25339. _cameraRigParams: any;
  25340. /** @hidden */
  25341. _rigCameras: Camera[];
  25342. /** @hidden */
  25343. _rigPostProcess: Nullable<PostProcess>;
  25344. protected _webvrViewMatrix: Matrix;
  25345. /** @hidden */
  25346. _skipRendering: boolean;
  25347. /** @hidden */
  25348. _projectionMatrix: Matrix;
  25349. /** @hidden */
  25350. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25351. /** @hidden */
  25352. _activeMeshes: SmartArray<AbstractMesh>;
  25353. protected _globalPosition: Vector3;
  25354. /** @hidden */
  25355. _computedViewMatrix: Matrix;
  25356. private _doNotComputeProjectionMatrix;
  25357. private _transformMatrix;
  25358. private _frustumPlanes;
  25359. private _refreshFrustumPlanes;
  25360. private _storedFov;
  25361. private _stateStored;
  25362. /**
  25363. * Instantiates a new camera object.
  25364. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25365. * @see http://doc.babylonjs.com/features/cameras
  25366. * @param name Defines the name of the camera in the scene
  25367. * @param position Defines the position of the camera
  25368. * @param scene Defines the scene the camera belongs too
  25369. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25370. */
  25371. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25372. /**
  25373. * Store current camera state (fov, position, etc..)
  25374. * @returns the camera
  25375. */
  25376. storeState(): Camera;
  25377. /**
  25378. * Restores the camera state values if it has been stored. You must call storeState() first
  25379. */
  25380. protected _restoreStateValues(): boolean;
  25381. /**
  25382. * Restored camera state. You must call storeState() first.
  25383. * @returns true if restored and false otherwise
  25384. */
  25385. restoreState(): boolean;
  25386. /**
  25387. * Gets the class name of the camera.
  25388. * @returns the class name
  25389. */
  25390. getClassName(): string;
  25391. /** @hidden */
  25392. readonly _isCamera: boolean;
  25393. /**
  25394. * Gets a string representation of the camera useful for debug purpose.
  25395. * @param fullDetails Defines that a more verboe level of logging is required
  25396. * @returns the string representation
  25397. */
  25398. toString(fullDetails?: boolean): string;
  25399. /**
  25400. * Gets the current world space position of the camera.
  25401. */
  25402. readonly globalPosition: Vector3;
  25403. /**
  25404. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25405. * @returns the active meshe list
  25406. */
  25407. getActiveMeshes(): SmartArray<AbstractMesh>;
  25408. /**
  25409. * Check wether a mesh is part of the current active mesh list of the camera
  25410. * @param mesh Defines the mesh to check
  25411. * @returns true if active, false otherwise
  25412. */
  25413. isActiveMesh(mesh: Mesh): boolean;
  25414. /**
  25415. * Is this camera ready to be used/rendered
  25416. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25417. * @return true if the camera is ready
  25418. */
  25419. isReady(completeCheck?: boolean): boolean;
  25420. /** @hidden */
  25421. _initCache(): void;
  25422. /** @hidden */
  25423. _updateCache(ignoreParentClass?: boolean): void;
  25424. /** @hidden */
  25425. _isSynchronized(): boolean;
  25426. /** @hidden */
  25427. _isSynchronizedViewMatrix(): boolean;
  25428. /** @hidden */
  25429. _isSynchronizedProjectionMatrix(): boolean;
  25430. /**
  25431. * Attach the input controls to a specific dom element to get the input from.
  25432. * @param element Defines the element the controls should be listened from
  25433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25434. */
  25435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25436. /**
  25437. * Detach the current controls from the specified dom element.
  25438. * @param element Defines the element to stop listening the inputs from
  25439. */
  25440. detachControl(element: HTMLElement): void;
  25441. /**
  25442. * Update the camera state according to the different inputs gathered during the frame.
  25443. */
  25444. update(): void;
  25445. /** @hidden */
  25446. _checkInputs(): void;
  25447. /** @hidden */
  25448. readonly rigCameras: Camera[];
  25449. /**
  25450. * Gets the post process used by the rig cameras
  25451. */
  25452. readonly rigPostProcess: Nullable<PostProcess>;
  25453. /**
  25454. * Internal, gets the first post proces.
  25455. * @returns the first post process to be run on this camera.
  25456. */
  25457. _getFirstPostProcess(): Nullable<PostProcess>;
  25458. private _cascadePostProcessesToRigCams;
  25459. /**
  25460. * Attach a post process to the camera.
  25461. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25462. * @param postProcess The post process to attach to the camera
  25463. * @param insertAt The position of the post process in case several of them are in use in the scene
  25464. * @returns the position the post process has been inserted at
  25465. */
  25466. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25467. /**
  25468. * Detach a post process to the camera.
  25469. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25470. * @param postProcess The post process to detach from the camera
  25471. */
  25472. detachPostProcess(postProcess: PostProcess): void;
  25473. /**
  25474. * Gets the current world matrix of the camera
  25475. */
  25476. getWorldMatrix(): Matrix;
  25477. /** @hidden */
  25478. _getViewMatrix(): Matrix;
  25479. /**
  25480. * Gets the current view matrix of the camera.
  25481. * @param force forces the camera to recompute the matrix without looking at the cached state
  25482. * @returns the view matrix
  25483. */
  25484. getViewMatrix(force?: boolean): Matrix;
  25485. /**
  25486. * Freeze the projection matrix.
  25487. * It will prevent the cache check of the camera projection compute and can speed up perf
  25488. * if no parameter of the camera are meant to change
  25489. * @param projection Defines manually a projection if necessary
  25490. */
  25491. freezeProjectionMatrix(projection?: Matrix): void;
  25492. /**
  25493. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25494. */
  25495. unfreezeProjectionMatrix(): void;
  25496. /**
  25497. * Gets the current projection matrix of the camera.
  25498. * @param force forces the camera to recompute the matrix without looking at the cached state
  25499. * @returns the projection matrix
  25500. */
  25501. getProjectionMatrix(force?: boolean): Matrix;
  25502. /**
  25503. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25504. * @returns a Matrix
  25505. */
  25506. getTransformationMatrix(): Matrix;
  25507. private _updateFrustumPlanes;
  25508. /**
  25509. * Checks if a cullable object (mesh...) is in the camera frustum
  25510. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25511. * @param target The object to check
  25512. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25513. * @returns true if the object is in frustum otherwise false
  25514. */
  25515. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25516. /**
  25517. * Checks if a cullable object (mesh...) is in the camera frustum
  25518. * Unlike isInFrustum this cheks the full bounding box
  25519. * @param target The object to check
  25520. * @returns true if the object is in frustum otherwise false
  25521. */
  25522. isCompletelyInFrustum(target: ICullable): boolean;
  25523. /**
  25524. * Gets a ray in the forward direction from the camera.
  25525. * @param length Defines the length of the ray to create
  25526. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25527. * @param origin Defines the start point of the ray which defaults to the camera position
  25528. * @returns the forward ray
  25529. */
  25530. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25531. /**
  25532. * Releases resources associated with this node.
  25533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25535. */
  25536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25537. /** @hidden */
  25538. _isLeftCamera: boolean;
  25539. /**
  25540. * Gets the left camera of a rig setup in case of Rigged Camera
  25541. */
  25542. readonly isLeftCamera: boolean;
  25543. /** @hidden */
  25544. _isRightCamera: boolean;
  25545. /**
  25546. * Gets the right camera of a rig setup in case of Rigged Camera
  25547. */
  25548. readonly isRightCamera: boolean;
  25549. /**
  25550. * Gets the left camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly leftCamera: Nullable<FreeCamera>;
  25553. /**
  25554. * Gets the right camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly rightCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the left camera target of a rig setup in case of Rigged Camera
  25559. * @returns the target position
  25560. */
  25561. getLeftTarget(): Nullable<Vector3>;
  25562. /**
  25563. * Gets the right camera target of a rig setup in case of Rigged Camera
  25564. * @returns the target position
  25565. */
  25566. getRightTarget(): Nullable<Vector3>;
  25567. /**
  25568. * @hidden
  25569. */
  25570. setCameraRigMode(mode: number, rigParams: any): void;
  25571. /** @hidden */
  25572. static _setStereoscopicRigMode(camera: Camera): void;
  25573. /** @hidden */
  25574. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25575. /** @hidden */
  25576. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25577. /** @hidden */
  25578. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25579. /** @hidden */
  25580. _getVRProjectionMatrix(): Matrix;
  25581. protected _updateCameraRotationMatrix(): void;
  25582. protected _updateWebVRCameraRotationMatrix(): void;
  25583. /**
  25584. * This function MUST be overwritten by the different WebVR cameras available.
  25585. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25586. * @hidden
  25587. */
  25588. _getWebVRProjectionMatrix(): Matrix;
  25589. /**
  25590. * This function MUST be overwritten by the different WebVR cameras available.
  25591. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25592. * @hidden
  25593. */
  25594. _getWebVRViewMatrix(): Matrix;
  25595. /** @hidden */
  25596. setCameraRigParameter(name: string, value: any): void;
  25597. /**
  25598. * needs to be overridden by children so sub has required properties to be copied
  25599. * @hidden
  25600. */
  25601. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25602. /**
  25603. * May need to be overridden by children
  25604. * @hidden
  25605. */
  25606. _updateRigCameras(): void;
  25607. /** @hidden */
  25608. _setupInputs(): void;
  25609. /**
  25610. * Serialiaze the camera setup to a json represention
  25611. * @returns the JSON representation
  25612. */
  25613. serialize(): any;
  25614. /**
  25615. * Clones the current camera.
  25616. * @param name The cloned camera name
  25617. * @returns the cloned camera
  25618. */
  25619. clone(name: string): Camera;
  25620. /**
  25621. * Gets the direction of the camera relative to a given local axis.
  25622. * @param localAxis Defines the reference axis to provide a relative direction.
  25623. * @return the direction
  25624. */
  25625. getDirection(localAxis: Vector3): Vector3;
  25626. /**
  25627. * Returns the current camera absolute rotation
  25628. */
  25629. readonly absoluteRotation: Quaternion;
  25630. /**
  25631. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25632. * @param localAxis Defines the reference axis to provide a relative direction.
  25633. * @param result Defines the vector to store the result in
  25634. */
  25635. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25636. /**
  25637. * Gets a camera constructor for a given camera type
  25638. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25639. * @param name The name of the camera the result will be able to instantiate
  25640. * @param scene The scene the result will construct the camera in
  25641. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25642. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25643. * @returns a factory method to construc the camera
  25644. */
  25645. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25646. /**
  25647. * Compute the world matrix of the camera.
  25648. * @returns the camera workd matrix
  25649. */
  25650. computeWorldMatrix(): Matrix;
  25651. /**
  25652. * Parse a JSON and creates the camera from the parsed information
  25653. * @param parsedCamera The JSON to parse
  25654. * @param scene The scene to instantiate the camera in
  25655. * @returns the newly constructed camera
  25656. */
  25657. static Parse(parsedCamera: any, scene: Scene): Camera;
  25658. }
  25659. }
  25660. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25661. import { Nullable } from "babylonjs/types";
  25662. import { Scene } from "babylonjs/scene";
  25663. import { Vector4 } from "babylonjs/Maths/math.vector";
  25664. import { Mesh } from "babylonjs/Meshes/mesh";
  25665. /**
  25666. * Class containing static functions to help procedurally build meshes
  25667. */
  25668. export class DiscBuilder {
  25669. /**
  25670. * Creates a plane polygonal mesh. By default, this is a disc
  25671. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25672. * * 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
  25673. * * 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
  25674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25675. * * If you create a double-sided mesh, you can choose what parts of 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
  25676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25677. * @param name defines the name of the mesh
  25678. * @param options defines the options used to create the mesh
  25679. * @param scene defines the hosting scene
  25680. * @returns the plane polygonal mesh
  25681. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25682. */
  25683. static CreateDisc(name: string, options: {
  25684. radius?: number;
  25685. tessellation?: number;
  25686. arc?: number;
  25687. updatable?: boolean;
  25688. sideOrientation?: number;
  25689. frontUVs?: Vector4;
  25690. backUVs?: Vector4;
  25691. }, scene?: Nullable<Scene>): Mesh;
  25692. }
  25693. }
  25694. declare module "babylonjs/Particles/solidParticleSystem" {
  25695. import { Vector3 } from "babylonjs/Maths/math.vector";
  25696. import { Mesh } from "babylonjs/Meshes/mesh";
  25697. import { Scene, IDisposable } from "babylonjs/scene";
  25698. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25699. /**
  25700. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25701. *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.
  25702. * The SPS is also a particle system. It provides some methods to manage the particles.
  25703. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25704. *
  25705. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25706. */
  25707. export class SolidParticleSystem implements IDisposable {
  25708. /**
  25709. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25710. * Example : var p = SPS.particles[i];
  25711. */
  25712. particles: SolidParticle[];
  25713. /**
  25714. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25715. */
  25716. nbParticles: number;
  25717. /**
  25718. * If the particles must ever face the camera (default false). Useful for planar particles.
  25719. */
  25720. billboard: boolean;
  25721. /**
  25722. * Recompute normals when adding a shape
  25723. */
  25724. recomputeNormals: boolean;
  25725. /**
  25726. * This a counter ofr your own usage. It's not set by any SPS functions.
  25727. */
  25728. counter: number;
  25729. /**
  25730. * The SPS name. This name is also given to the underlying mesh.
  25731. */
  25732. name: string;
  25733. /**
  25734. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25735. */
  25736. mesh: Mesh;
  25737. /**
  25738. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25739. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25740. */
  25741. vars: any;
  25742. /**
  25743. * This array is populated when the SPS is set as 'pickable'.
  25744. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25745. * Each element of this array is an object `{idx: int, faceId: int}`.
  25746. * `idx` is the picked particle index in the `SPS.particles` array
  25747. * `faceId` is the picked face index counted within this particle.
  25748. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25749. */
  25750. pickedParticles: {
  25751. idx: number;
  25752. faceId: number;
  25753. }[];
  25754. /**
  25755. * This array is populated when `enableDepthSort` is set to true.
  25756. * Each element of this array is an instance of the class DepthSortedParticle.
  25757. */
  25758. depthSortedParticles: DepthSortedParticle[];
  25759. /**
  25760. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25761. * @hidden
  25762. */
  25763. _bSphereOnly: boolean;
  25764. /**
  25765. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25766. * @hidden
  25767. */
  25768. _bSphereRadiusFactor: number;
  25769. private _scene;
  25770. private _positions;
  25771. private _indices;
  25772. private _normals;
  25773. private _colors;
  25774. private _uvs;
  25775. private _indices32;
  25776. private _positions32;
  25777. private _normals32;
  25778. private _fixedNormal32;
  25779. private _colors32;
  25780. private _uvs32;
  25781. private _index;
  25782. private _updatable;
  25783. private _pickable;
  25784. private _isVisibilityBoxLocked;
  25785. private _alwaysVisible;
  25786. private _depthSort;
  25787. private _shapeCounter;
  25788. private _copy;
  25789. private _color;
  25790. private _computeParticleColor;
  25791. private _computeParticleTexture;
  25792. private _computeParticleRotation;
  25793. private _computeParticleVertex;
  25794. private _computeBoundingBox;
  25795. private _depthSortParticles;
  25796. private _camera;
  25797. private _mustUnrotateFixedNormals;
  25798. private _particlesIntersect;
  25799. private _needs32Bits;
  25800. /**
  25801. * Creates a SPS (Solid Particle System) object.
  25802. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25803. * @param scene (Scene) is the scene in which the SPS is added.
  25804. * @param options defines the options of the sps e.g.
  25805. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25806. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25807. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25808. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25809. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25810. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25811. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25812. */
  25813. constructor(name: string, scene: Scene, options?: {
  25814. updatable?: boolean;
  25815. isPickable?: boolean;
  25816. enableDepthSort?: boolean;
  25817. particleIntersection?: boolean;
  25818. boundingSphereOnly?: boolean;
  25819. bSphereRadiusFactor?: number;
  25820. });
  25821. /**
  25822. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25823. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25824. * @returns the created mesh
  25825. */
  25826. buildMesh(): Mesh;
  25827. /**
  25828. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25829. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25830. * Thus the particles generated from `digest()` have their property `position` set yet.
  25831. * @param mesh ( Mesh ) is the mesh to be digested
  25832. * @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
  25833. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25834. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25835. * @returns the current SPS
  25836. */
  25837. digest(mesh: Mesh, options?: {
  25838. facetNb?: number;
  25839. number?: number;
  25840. delta?: number;
  25841. }): SolidParticleSystem;
  25842. private _unrotateFixedNormals;
  25843. private _resetCopy;
  25844. private _meshBuilder;
  25845. private _posToShape;
  25846. private _uvsToShapeUV;
  25847. private _addParticle;
  25848. /**
  25849. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25850. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25851. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25852. * @param nb (positive integer) the number of particles to be created from this model
  25853. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25854. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25855. * @returns the number of shapes in the system
  25856. */
  25857. addShape(mesh: Mesh, nb: number, options?: {
  25858. positionFunction?: any;
  25859. vertexFunction?: any;
  25860. }): number;
  25861. private _rebuildParticle;
  25862. /**
  25863. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25864. * @returns the SPS.
  25865. */
  25866. rebuildMesh(): SolidParticleSystem;
  25867. /**
  25868. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25869. * This method calls `updateParticle()` for each particle of the SPS.
  25870. * For an animated SPS, it is usually called within the render loop.
  25871. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25872. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25873. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25874. * @returns the SPS.
  25875. */
  25876. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25877. /**
  25878. * Disposes the SPS.
  25879. */
  25880. dispose(): void;
  25881. /**
  25882. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25883. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25884. * @returns the SPS.
  25885. */
  25886. refreshVisibleSize(): SolidParticleSystem;
  25887. /**
  25888. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25889. * @param size the size (float) of the visibility box
  25890. * note : this doesn't lock the SPS mesh bounding box.
  25891. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25892. */
  25893. setVisibilityBox(size: number): void;
  25894. /**
  25895. * Gets whether the SPS as always visible or not
  25896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25897. */
  25898. /**
  25899. * Sets the SPS as always visible or not
  25900. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25901. */
  25902. isAlwaysVisible: boolean;
  25903. /**
  25904. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25905. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25906. */
  25907. /**
  25908. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25909. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25910. */
  25911. isVisibilityBoxLocked: boolean;
  25912. /**
  25913. * Tells to `setParticles()` to compute the particle rotations or not.
  25914. * Default value : true. The SPS is faster when it's set to false.
  25915. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25916. */
  25917. /**
  25918. * Gets if `setParticles()` computes the particle rotations or not.
  25919. * Default value : true. The SPS is faster when it's set to false.
  25920. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25921. */
  25922. computeParticleRotation: boolean;
  25923. /**
  25924. * Tells to `setParticles()` to compute the particle colors or not.
  25925. * Default value : true. The SPS is faster when it's set to false.
  25926. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25927. */
  25928. /**
  25929. * Gets if `setParticles()` computes the particle colors or not.
  25930. * Default value : true. The SPS is faster when it's set to false.
  25931. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25932. */
  25933. computeParticleColor: boolean;
  25934. /**
  25935. * Gets if `setParticles()` computes the particle textures or not.
  25936. * Default value : true. The SPS is faster when it's set to false.
  25937. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25938. */
  25939. computeParticleTexture: boolean;
  25940. /**
  25941. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25942. * Default value : false. The SPS is faster when it's set to false.
  25943. * Note : the particle custom vertex positions aren't stored values.
  25944. */
  25945. /**
  25946. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25947. * Default value : false. The SPS is faster when it's set to false.
  25948. * Note : the particle custom vertex positions aren't stored values.
  25949. */
  25950. computeParticleVertex: boolean;
  25951. /**
  25952. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25953. */
  25954. /**
  25955. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25956. */
  25957. computeBoundingBox: boolean;
  25958. /**
  25959. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25960. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25961. * Default : `true`
  25962. */
  25963. /**
  25964. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25965. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25966. * Default : `true`
  25967. */
  25968. depthSortParticles: boolean;
  25969. /**
  25970. * This function does nothing. It may be overwritten to set all the particle first values.
  25971. * The SPS doesn't call this function, you may have to call it by your own.
  25972. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25973. */
  25974. initParticles(): void;
  25975. /**
  25976. * This function does nothing. It may be overwritten to recycle a particle.
  25977. * The SPS doesn't call this function, you may have to call it by your own.
  25978. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25979. * @param particle The particle to recycle
  25980. * @returns the recycled particle
  25981. */
  25982. recycleParticle(particle: SolidParticle): SolidParticle;
  25983. /**
  25984. * Updates a particle : this function should be overwritten by the user.
  25985. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25986. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25987. * @example : just set a particle position or velocity and recycle conditions
  25988. * @param particle The particle to update
  25989. * @returns the updated particle
  25990. */
  25991. updateParticle(particle: SolidParticle): SolidParticle;
  25992. /**
  25993. * Updates a vertex of a particle : it can be overwritten by the user.
  25994. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25995. * @param particle the current particle
  25996. * @param vertex the current index of the current particle
  25997. * @param pt the index of the current vertex in the particle shape
  25998. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25999. * @example : just set a vertex particle position
  26000. * @returns the updated vertex
  26001. */
  26002. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26003. /**
  26004. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26005. * This does nothing and may be overwritten by the user.
  26006. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26007. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26008. * @param update the boolean update value actually passed to setParticles()
  26009. */
  26010. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26011. /**
  26012. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26013. * This will be passed three parameters.
  26014. * This does nothing and may be overwritten by the user.
  26015. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26016. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26017. * @param update the boolean update value actually passed to setParticles()
  26018. */
  26019. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26020. }
  26021. }
  26022. declare module "babylonjs/Particles/solidParticle" {
  26023. import { Nullable } from "babylonjs/types";
  26024. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26025. import { Color4 } from "babylonjs/Maths/math.color";
  26026. import { Mesh } from "babylonjs/Meshes/mesh";
  26027. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26028. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26029. import { Plane } from "babylonjs/Maths/math.plane";
  26030. /**
  26031. * Represents one particle of a solid particle system.
  26032. */
  26033. export class SolidParticle {
  26034. /**
  26035. * particle global index
  26036. */
  26037. idx: number;
  26038. /**
  26039. * The color of the particle
  26040. */
  26041. color: Nullable<Color4>;
  26042. /**
  26043. * The world space position of the particle.
  26044. */
  26045. position: Vector3;
  26046. /**
  26047. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26048. */
  26049. rotation: Vector3;
  26050. /**
  26051. * The world space rotation quaternion of the particle.
  26052. */
  26053. rotationQuaternion: Nullable<Quaternion>;
  26054. /**
  26055. * The scaling of the particle.
  26056. */
  26057. scaling: Vector3;
  26058. /**
  26059. * The uvs of the particle.
  26060. */
  26061. uvs: Vector4;
  26062. /**
  26063. * The current speed of the particle.
  26064. */
  26065. velocity: Vector3;
  26066. /**
  26067. * The pivot point in the particle local space.
  26068. */
  26069. pivot: Vector3;
  26070. /**
  26071. * Must the particle be translated from its pivot point in its local space ?
  26072. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26073. * Default : false
  26074. */
  26075. translateFromPivot: boolean;
  26076. /**
  26077. * Is the particle active or not ?
  26078. */
  26079. alive: boolean;
  26080. /**
  26081. * Is the particle visible or not ?
  26082. */
  26083. isVisible: boolean;
  26084. /**
  26085. * Index of this particle in the global "positions" array (Internal use)
  26086. * @hidden
  26087. */
  26088. _pos: number;
  26089. /**
  26090. * @hidden Index of this particle in the global "indices" array (Internal use)
  26091. */
  26092. _ind: number;
  26093. /**
  26094. * @hidden ModelShape of this particle (Internal use)
  26095. */
  26096. _model: ModelShape;
  26097. /**
  26098. * ModelShape id of this particle
  26099. */
  26100. shapeId: number;
  26101. /**
  26102. * Index of the particle in its shape id
  26103. */
  26104. idxInShape: number;
  26105. /**
  26106. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26107. */
  26108. _modelBoundingInfo: BoundingInfo;
  26109. /**
  26110. * @hidden Particle BoundingInfo object (Internal use)
  26111. */
  26112. _boundingInfo: BoundingInfo;
  26113. /**
  26114. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26115. */
  26116. _sps: SolidParticleSystem;
  26117. /**
  26118. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26119. */
  26120. _stillInvisible: boolean;
  26121. /**
  26122. * @hidden Last computed particle rotation matrix
  26123. */
  26124. _rotationMatrix: number[];
  26125. /**
  26126. * Parent particle Id, if any.
  26127. * Default null.
  26128. */
  26129. parentId: Nullable<number>;
  26130. /**
  26131. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26132. * The possible values are :
  26133. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26134. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26135. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26136. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26137. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26138. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26139. * */
  26140. cullingStrategy: number;
  26141. /**
  26142. * @hidden Internal global position in the SPS.
  26143. */
  26144. _globalPosition: Vector3;
  26145. /**
  26146. * Creates a Solid Particle object.
  26147. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26148. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26149. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26150. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26151. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26152. * @param shapeId (integer) is the model shape identifier in the SPS.
  26153. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26154. * @param sps defines the sps it is associated to
  26155. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26156. */
  26157. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26158. /**
  26159. * Legacy support, changed scale to scaling
  26160. */
  26161. /**
  26162. * Legacy support, changed scale to scaling
  26163. */
  26164. scale: Vector3;
  26165. /**
  26166. * Legacy support, changed quaternion to rotationQuaternion
  26167. */
  26168. /**
  26169. * Legacy support, changed quaternion to rotationQuaternion
  26170. */
  26171. quaternion: Nullable<Quaternion>;
  26172. /**
  26173. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26174. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26175. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26176. * @returns true if it intersects
  26177. */
  26178. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26179. /**
  26180. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26181. * A particle is in the frustum if its bounding box intersects the frustum
  26182. * @param frustumPlanes defines the frustum to test
  26183. * @returns true if the particle is in the frustum planes
  26184. */
  26185. isInFrustum(frustumPlanes: Plane[]): boolean;
  26186. /**
  26187. * get the rotation matrix of the particle
  26188. * @hidden
  26189. */
  26190. getRotationMatrix(m: Matrix): void;
  26191. }
  26192. /**
  26193. * Represents the shape of the model used by one particle of a solid particle system.
  26194. * SPS internal tool, don't use it manually.
  26195. */
  26196. export class ModelShape {
  26197. /**
  26198. * The shape id
  26199. * @hidden
  26200. */
  26201. shapeID: number;
  26202. /**
  26203. * flat array of model positions (internal use)
  26204. * @hidden
  26205. */
  26206. _shape: Vector3[];
  26207. /**
  26208. * flat array of model UVs (internal use)
  26209. * @hidden
  26210. */
  26211. _shapeUV: number[];
  26212. /**
  26213. * length of the shape in the model indices array (internal use)
  26214. * @hidden
  26215. */
  26216. _indicesLength: number;
  26217. /**
  26218. * Custom position function (internal use)
  26219. * @hidden
  26220. */
  26221. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26222. /**
  26223. * Custom vertex function (internal use)
  26224. * @hidden
  26225. */
  26226. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26227. /**
  26228. * 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.
  26229. * SPS internal tool, don't use it manually.
  26230. * @hidden
  26231. */
  26232. 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>);
  26233. }
  26234. /**
  26235. * Represents a Depth Sorted Particle in the solid particle system.
  26236. */
  26237. export class DepthSortedParticle {
  26238. /**
  26239. * Index of the particle in the "indices" array
  26240. */
  26241. ind: number;
  26242. /**
  26243. * Length of the particle shape in the "indices" array
  26244. */
  26245. indicesLength: number;
  26246. /**
  26247. * Squared distance from the particle to the camera
  26248. */
  26249. sqDistance: number;
  26250. }
  26251. }
  26252. declare module "babylonjs/Collisions/meshCollisionData" {
  26253. import { Collider } from "babylonjs/Collisions/collider";
  26254. import { Vector3 } from "babylonjs/Maths/math.vector";
  26255. import { Nullable } from "babylonjs/types";
  26256. import { Observer } from "babylonjs/Misc/observable";
  26257. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26258. /**
  26259. * @hidden
  26260. */
  26261. export class _MeshCollisionData {
  26262. _checkCollisions: boolean;
  26263. _collisionMask: number;
  26264. _collisionGroup: number;
  26265. _collider: Nullable<Collider>;
  26266. _oldPositionForCollisions: Vector3;
  26267. _diffPositionForCollisions: Vector3;
  26268. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26269. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26270. }
  26271. }
  26272. declare module "babylonjs/Meshes/abstractMesh" {
  26273. import { Observable } from "babylonjs/Misc/observable";
  26274. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26275. import { Camera } from "babylonjs/Cameras/camera";
  26276. import { Scene, IDisposable } from "babylonjs/scene";
  26277. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26278. import { Node } from "babylonjs/node";
  26279. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26280. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26281. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26282. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26283. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26284. import { Material } from "babylonjs/Materials/material";
  26285. import { Light } from "babylonjs/Lights/light";
  26286. import { Skeleton } from "babylonjs/Bones/skeleton";
  26287. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26288. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26289. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26290. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26291. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26292. import { Plane } from "babylonjs/Maths/math.plane";
  26293. import { Ray } from "babylonjs/Culling/ray";
  26294. import { Collider } from "babylonjs/Collisions/collider";
  26295. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26296. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26297. /** @hidden */
  26298. class _FacetDataStorage {
  26299. facetPositions: Vector3[];
  26300. facetNormals: Vector3[];
  26301. facetPartitioning: number[][];
  26302. facetNb: number;
  26303. partitioningSubdivisions: number;
  26304. partitioningBBoxRatio: number;
  26305. facetDataEnabled: boolean;
  26306. facetParameters: any;
  26307. bbSize: Vector3;
  26308. subDiv: {
  26309. max: number;
  26310. X: number;
  26311. Y: number;
  26312. Z: number;
  26313. };
  26314. facetDepthSort: boolean;
  26315. facetDepthSortEnabled: boolean;
  26316. depthSortedIndices: IndicesArray;
  26317. depthSortedFacets: {
  26318. ind: number;
  26319. sqDistance: number;
  26320. }[];
  26321. facetDepthSortFunction: (f1: {
  26322. ind: number;
  26323. sqDistance: number;
  26324. }, f2: {
  26325. ind: number;
  26326. sqDistance: number;
  26327. }) => number;
  26328. facetDepthSortFrom: Vector3;
  26329. facetDepthSortOrigin: Vector3;
  26330. invertedMatrix: Matrix;
  26331. }
  26332. /**
  26333. * @hidden
  26334. **/
  26335. class _InternalAbstractMeshDataInfo {
  26336. _hasVertexAlpha: boolean;
  26337. _useVertexColors: boolean;
  26338. _numBoneInfluencers: number;
  26339. _applyFog: boolean;
  26340. _receiveShadows: boolean;
  26341. _facetData: _FacetDataStorage;
  26342. _visibility: number;
  26343. _skeleton: Nullable<Skeleton>;
  26344. _layerMask: number;
  26345. _computeBonesUsingShaders: boolean;
  26346. _isActive: boolean;
  26347. _onlyForInstances: boolean;
  26348. _isActiveIntermediate: boolean;
  26349. _onlyForInstancesIntermediate: boolean;
  26350. }
  26351. /**
  26352. * Class used to store all common mesh properties
  26353. */
  26354. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26355. /** No occlusion */
  26356. static OCCLUSION_TYPE_NONE: number;
  26357. /** Occlusion set to optimisitic */
  26358. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26359. /** Occlusion set to strict */
  26360. static OCCLUSION_TYPE_STRICT: number;
  26361. /** Use an accurante occlusion algorithm */
  26362. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26363. /** Use a conservative occlusion algorithm */
  26364. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26365. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26366. * Test order :
  26367. * Is the bounding sphere outside the frustum ?
  26368. * If not, are the bounding box vertices outside the frustum ?
  26369. * It not, then the cullable object is in the frustum.
  26370. */
  26371. static readonly CULLINGSTRATEGY_STANDARD: number;
  26372. /** Culling strategy : Bounding Sphere Only.
  26373. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26374. * It's also less accurate than the standard because some not visible objects can still be selected.
  26375. * Test : is the bounding sphere outside the frustum ?
  26376. * If not, then the cullable object is in the frustum.
  26377. */
  26378. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26379. /** Culling strategy : Optimistic Inclusion.
  26380. * This in an inclusion test first, then the standard exclusion test.
  26381. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26382. * 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.
  26383. * Anyway, it's as accurate as the standard strategy.
  26384. * Test :
  26385. * Is the cullable object bounding sphere center in the frustum ?
  26386. * If not, apply the default culling strategy.
  26387. */
  26388. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26389. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26390. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26391. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26392. * 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.
  26393. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26394. * Test :
  26395. * Is the cullable object bounding sphere center in the frustum ?
  26396. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26397. */
  26398. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26399. /**
  26400. * No billboard
  26401. */
  26402. static readonly BILLBOARDMODE_NONE: number;
  26403. /** Billboard on X axis */
  26404. static readonly BILLBOARDMODE_X: number;
  26405. /** Billboard on Y axis */
  26406. static readonly BILLBOARDMODE_Y: number;
  26407. /** Billboard on Z axis */
  26408. static readonly BILLBOARDMODE_Z: number;
  26409. /** Billboard on all axes */
  26410. static readonly BILLBOARDMODE_ALL: number;
  26411. /** Billboard on using position instead of orientation */
  26412. static readonly BILLBOARDMODE_USE_POSITION: number;
  26413. /** @hidden */
  26414. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26415. /**
  26416. * The culling strategy to use to check whether the mesh must be rendered or not.
  26417. * This value can be changed at any time and will be used on the next render mesh selection.
  26418. * The possible values are :
  26419. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26420. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26421. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26422. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26423. * Please read each static variable documentation to get details about the culling process.
  26424. * */
  26425. cullingStrategy: number;
  26426. /**
  26427. * Gets the number of facets in the mesh
  26428. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26429. */
  26430. readonly facetNb: number;
  26431. /**
  26432. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26433. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26434. */
  26435. partitioningSubdivisions: number;
  26436. /**
  26437. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26438. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26439. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26440. */
  26441. partitioningBBoxRatio: number;
  26442. /**
  26443. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26444. * Works only for updatable meshes.
  26445. * Doesn't work with multi-materials
  26446. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26447. */
  26448. mustDepthSortFacets: boolean;
  26449. /**
  26450. * The location (Vector3) where the facet depth sort must be computed from.
  26451. * By default, the active camera position.
  26452. * Used only when facet depth sort is enabled
  26453. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26454. */
  26455. facetDepthSortFrom: Vector3;
  26456. /**
  26457. * gets a boolean indicating if facetData is enabled
  26458. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26459. */
  26460. readonly isFacetDataEnabled: boolean;
  26461. /** @hidden */
  26462. _updateNonUniformScalingState(value: boolean): boolean;
  26463. /**
  26464. * An event triggered when this mesh collides with another one
  26465. */
  26466. onCollideObservable: Observable<AbstractMesh>;
  26467. /** Set a function to call when this mesh collides with another one */
  26468. onCollide: () => void;
  26469. /**
  26470. * An event triggered when the collision's position changes
  26471. */
  26472. onCollisionPositionChangeObservable: Observable<Vector3>;
  26473. /** Set a function to call when the collision's position changes */
  26474. onCollisionPositionChange: () => void;
  26475. /**
  26476. * An event triggered when material is changed
  26477. */
  26478. onMaterialChangedObservable: Observable<AbstractMesh>;
  26479. /**
  26480. * Gets or sets the orientation for POV movement & rotation
  26481. */
  26482. definedFacingForward: boolean;
  26483. /** @hidden */
  26484. _occlusionQuery: Nullable<WebGLQuery>;
  26485. /** @hidden */
  26486. _renderingGroup: Nullable<RenderingGroup>;
  26487. /**
  26488. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26489. */
  26490. /**
  26491. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26492. */
  26493. visibility: number;
  26494. /** Gets or sets the alpha index used to sort transparent meshes
  26495. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26496. */
  26497. alphaIndex: number;
  26498. /**
  26499. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26500. */
  26501. isVisible: boolean;
  26502. /**
  26503. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26504. */
  26505. isPickable: boolean;
  26506. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26507. showSubMeshesBoundingBox: boolean;
  26508. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26509. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26510. */
  26511. isBlocker: boolean;
  26512. /**
  26513. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26514. */
  26515. enablePointerMoveEvents: boolean;
  26516. /**
  26517. * Specifies the rendering group id for this mesh (0 by default)
  26518. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26519. */
  26520. renderingGroupId: number;
  26521. private _material;
  26522. /** Gets or sets current material */
  26523. material: Nullable<Material>;
  26524. /**
  26525. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26526. * @see http://doc.babylonjs.com/babylon101/shadows
  26527. */
  26528. receiveShadows: boolean;
  26529. /** Defines color to use when rendering outline */
  26530. outlineColor: Color3;
  26531. /** Define width to use when rendering outline */
  26532. outlineWidth: number;
  26533. /** Defines color to use when rendering overlay */
  26534. overlayColor: Color3;
  26535. /** Defines alpha to use when rendering overlay */
  26536. overlayAlpha: number;
  26537. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26538. hasVertexAlpha: boolean;
  26539. /** 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) */
  26540. useVertexColors: boolean;
  26541. /**
  26542. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26543. */
  26544. computeBonesUsingShaders: boolean;
  26545. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26546. numBoneInfluencers: number;
  26547. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26548. applyFog: boolean;
  26549. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26550. useOctreeForRenderingSelection: boolean;
  26551. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26552. useOctreeForPicking: boolean;
  26553. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26554. useOctreeForCollisions: boolean;
  26555. /**
  26556. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26557. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26558. */
  26559. layerMask: number;
  26560. /**
  26561. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26562. */
  26563. alwaysSelectAsActiveMesh: boolean;
  26564. /**
  26565. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26566. */
  26567. doNotSyncBoundingInfo: boolean;
  26568. /**
  26569. * Gets or sets the current action manager
  26570. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26571. */
  26572. actionManager: Nullable<AbstractActionManager>;
  26573. private _meshCollisionData;
  26574. /**
  26575. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26576. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26577. */
  26578. ellipsoid: Vector3;
  26579. /**
  26580. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26581. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26582. */
  26583. ellipsoidOffset: Vector3;
  26584. /**
  26585. * Gets or sets a collision mask used to mask collisions (default is -1).
  26586. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26587. */
  26588. collisionMask: number;
  26589. /**
  26590. * Gets or sets the current collision group mask (-1 by default).
  26591. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26592. */
  26593. collisionGroup: number;
  26594. /**
  26595. * Defines edge width used when edgesRenderer is enabled
  26596. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26597. */
  26598. edgesWidth: number;
  26599. /**
  26600. * Defines edge color used when edgesRenderer is enabled
  26601. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26602. */
  26603. edgesColor: Color4;
  26604. /** @hidden */
  26605. _edgesRenderer: Nullable<IEdgesRenderer>;
  26606. /** @hidden */
  26607. _masterMesh: Nullable<AbstractMesh>;
  26608. /** @hidden */
  26609. _boundingInfo: Nullable<BoundingInfo>;
  26610. /** @hidden */
  26611. _renderId: number;
  26612. /**
  26613. * Gets or sets the list of subMeshes
  26614. * @see http://doc.babylonjs.com/how_to/multi_materials
  26615. */
  26616. subMeshes: SubMesh[];
  26617. /** @hidden */
  26618. _intersectionsInProgress: AbstractMesh[];
  26619. /** @hidden */
  26620. _unIndexed: boolean;
  26621. /** @hidden */
  26622. _lightSources: Light[];
  26623. /** Gets the list of lights affecting that mesh */
  26624. readonly lightSources: Light[];
  26625. /** @hidden */
  26626. readonly _positions: Nullable<Vector3[]>;
  26627. /** @hidden */
  26628. _waitingData: {
  26629. lods: Nullable<any>;
  26630. actions: Nullable<any>;
  26631. freezeWorldMatrix: Nullable<boolean>;
  26632. };
  26633. /** @hidden */
  26634. _bonesTransformMatrices: Nullable<Float32Array>;
  26635. /** @hidden */
  26636. _transformMatrixTexture: Nullable<RawTexture>;
  26637. /**
  26638. * Gets or sets a skeleton to apply skining transformations
  26639. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26640. */
  26641. skeleton: Nullable<Skeleton>;
  26642. /**
  26643. * An event triggered when the mesh is rebuilt.
  26644. */
  26645. onRebuildObservable: Observable<AbstractMesh>;
  26646. /**
  26647. * Creates a new AbstractMesh
  26648. * @param name defines the name of the mesh
  26649. * @param scene defines the hosting scene
  26650. */
  26651. constructor(name: string, scene?: Nullable<Scene>);
  26652. /**
  26653. * Returns the string "AbstractMesh"
  26654. * @returns "AbstractMesh"
  26655. */
  26656. getClassName(): string;
  26657. /**
  26658. * Gets a string representation of the current mesh
  26659. * @param fullDetails defines a boolean indicating if full details must be included
  26660. * @returns a string representation of the current mesh
  26661. */
  26662. toString(fullDetails?: boolean): string;
  26663. /**
  26664. * @hidden
  26665. */
  26666. protected _getEffectiveParent(): Nullable<Node>;
  26667. /** @hidden */
  26668. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26669. /** @hidden */
  26670. _rebuild(): void;
  26671. /** @hidden */
  26672. _resyncLightSources(): void;
  26673. /** @hidden */
  26674. _resyncLighSource(light: Light): void;
  26675. /** @hidden */
  26676. _unBindEffect(): void;
  26677. /** @hidden */
  26678. _removeLightSource(light: Light, dispose: boolean): void;
  26679. private _markSubMeshesAsDirty;
  26680. /** @hidden */
  26681. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26682. /** @hidden */
  26683. _markSubMeshesAsAttributesDirty(): void;
  26684. /** @hidden */
  26685. _markSubMeshesAsMiscDirty(): void;
  26686. /**
  26687. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26688. */
  26689. scaling: Vector3;
  26690. /**
  26691. * Returns true if the mesh is blocked. Implemented by child classes
  26692. */
  26693. readonly isBlocked: boolean;
  26694. /**
  26695. * Returns the mesh itself by default. Implemented by child classes
  26696. * @param camera defines the camera to use to pick the right LOD level
  26697. * @returns the currentAbstractMesh
  26698. */
  26699. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26700. /**
  26701. * Returns 0 by default. Implemented by child classes
  26702. * @returns an integer
  26703. */
  26704. getTotalVertices(): number;
  26705. /**
  26706. * Returns a positive integer : the total number of indices in this mesh geometry.
  26707. * @returns the numner of indices or zero if the mesh has no geometry.
  26708. */
  26709. getTotalIndices(): number;
  26710. /**
  26711. * Returns null by default. Implemented by child classes
  26712. * @returns null
  26713. */
  26714. getIndices(): Nullable<IndicesArray>;
  26715. /**
  26716. * Returns the array of the requested vertex data kind. Implemented by child classes
  26717. * @param kind defines the vertex data kind to use
  26718. * @returns null
  26719. */
  26720. getVerticesData(kind: string): Nullable<FloatArray>;
  26721. /**
  26722. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26723. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26724. * Note that a new underlying VertexBuffer object is created each call.
  26725. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26726. * @param kind defines vertex data kind:
  26727. * * VertexBuffer.PositionKind
  26728. * * VertexBuffer.UVKind
  26729. * * VertexBuffer.UV2Kind
  26730. * * VertexBuffer.UV3Kind
  26731. * * VertexBuffer.UV4Kind
  26732. * * VertexBuffer.UV5Kind
  26733. * * VertexBuffer.UV6Kind
  26734. * * VertexBuffer.ColorKind
  26735. * * VertexBuffer.MatricesIndicesKind
  26736. * * VertexBuffer.MatricesIndicesExtraKind
  26737. * * VertexBuffer.MatricesWeightsKind
  26738. * * VertexBuffer.MatricesWeightsExtraKind
  26739. * @param data defines the data source
  26740. * @param updatable defines if the data must be flagged as updatable (or static)
  26741. * @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
  26742. * @returns the current mesh
  26743. */
  26744. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26745. /**
  26746. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26747. * If the mesh has no geometry, it is simply returned as it is.
  26748. * @param kind defines vertex data kind:
  26749. * * VertexBuffer.PositionKind
  26750. * * VertexBuffer.UVKind
  26751. * * VertexBuffer.UV2Kind
  26752. * * VertexBuffer.UV3Kind
  26753. * * VertexBuffer.UV4Kind
  26754. * * VertexBuffer.UV5Kind
  26755. * * VertexBuffer.UV6Kind
  26756. * * VertexBuffer.ColorKind
  26757. * * VertexBuffer.MatricesIndicesKind
  26758. * * VertexBuffer.MatricesIndicesExtraKind
  26759. * * VertexBuffer.MatricesWeightsKind
  26760. * * VertexBuffer.MatricesWeightsExtraKind
  26761. * @param data defines the data source
  26762. * @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
  26763. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26764. * @returns the current mesh
  26765. */
  26766. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26767. /**
  26768. * Sets the mesh indices,
  26769. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26770. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26771. * @param totalVertices Defines the total number of vertices
  26772. * @returns the current mesh
  26773. */
  26774. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26775. /**
  26776. * Gets a boolean indicating if specific vertex data is present
  26777. * @param kind defines the vertex data kind to use
  26778. * @returns true is data kind is present
  26779. */
  26780. isVerticesDataPresent(kind: string): boolean;
  26781. /**
  26782. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26783. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26784. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26785. * @returns a BoundingInfo
  26786. */
  26787. getBoundingInfo(): BoundingInfo;
  26788. /**
  26789. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26790. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26791. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26792. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26793. * @returns the current mesh
  26794. */
  26795. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26796. /**
  26797. * Overwrite the current bounding info
  26798. * @param boundingInfo defines the new bounding info
  26799. * @returns the current mesh
  26800. */
  26801. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26802. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26803. readonly useBones: boolean;
  26804. /** @hidden */
  26805. _preActivate(): void;
  26806. /** @hidden */
  26807. _preActivateForIntermediateRendering(renderId: number): void;
  26808. /** @hidden */
  26809. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26810. /** @hidden */
  26811. _postActivate(): void;
  26812. /** @hidden */
  26813. _freeze(): void;
  26814. /** @hidden */
  26815. _unFreeze(): void;
  26816. /**
  26817. * Gets the current world matrix
  26818. * @returns a Matrix
  26819. */
  26820. getWorldMatrix(): Matrix;
  26821. /** @hidden */
  26822. _getWorldMatrixDeterminant(): number;
  26823. /**
  26824. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26825. */
  26826. readonly isAnInstance: boolean;
  26827. /**
  26828. * Gets a boolean indicating if this mesh has instances
  26829. */
  26830. readonly hasInstances: boolean;
  26831. /**
  26832. * Perform relative position change from the point of view of behind the front of the mesh.
  26833. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26834. * Supports definition of mesh facing forward or backward
  26835. * @param amountRight defines the distance on the right axis
  26836. * @param amountUp defines the distance on the up axis
  26837. * @param amountForward defines the distance on the forward axis
  26838. * @returns the current mesh
  26839. */
  26840. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26841. /**
  26842. * Calculate relative position change from the point of view of behind the front of the mesh.
  26843. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26844. * Supports definition of mesh facing forward or backward
  26845. * @param amountRight defines the distance on the right axis
  26846. * @param amountUp defines the distance on the up axis
  26847. * @param amountForward defines the distance on the forward axis
  26848. * @returns the new displacement vector
  26849. */
  26850. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26851. /**
  26852. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26853. * Supports definition of mesh facing forward or backward
  26854. * @param flipBack defines the flip
  26855. * @param twirlClockwise defines the twirl
  26856. * @param tiltRight defines the tilt
  26857. * @returns the current mesh
  26858. */
  26859. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26860. /**
  26861. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26862. * Supports definition of mesh facing forward or backward.
  26863. * @param flipBack defines the flip
  26864. * @param twirlClockwise defines the twirl
  26865. * @param tiltRight defines the tilt
  26866. * @returns the new rotation vector
  26867. */
  26868. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26869. /**
  26870. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26871. * This means the mesh underlying bounding box and sphere are recomputed.
  26872. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26873. * @returns the current mesh
  26874. */
  26875. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26876. /** @hidden */
  26877. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26878. /** @hidden */
  26879. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26880. /** @hidden */
  26881. _updateBoundingInfo(): AbstractMesh;
  26882. /** @hidden */
  26883. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26884. /** @hidden */
  26885. protected _afterComputeWorldMatrix(): void;
  26886. /** @hidden */
  26887. readonly _effectiveMesh: AbstractMesh;
  26888. /**
  26889. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26890. * A mesh is in the frustum if its bounding box intersects the frustum
  26891. * @param frustumPlanes defines the frustum to test
  26892. * @returns true if the mesh is in the frustum planes
  26893. */
  26894. isInFrustum(frustumPlanes: Plane[]): boolean;
  26895. /**
  26896. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26897. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26898. * @param frustumPlanes defines the frustum to test
  26899. * @returns true if the mesh is completely in the frustum planes
  26900. */
  26901. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26902. /**
  26903. * True if the mesh intersects another mesh or a SolidParticle object
  26904. * @param mesh defines a target mesh or SolidParticle to test
  26905. * @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)
  26906. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26907. * @returns true if there is an intersection
  26908. */
  26909. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26910. /**
  26911. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26912. * @param point defines the point to test
  26913. * @returns true if there is an intersection
  26914. */
  26915. intersectsPoint(point: Vector3): boolean;
  26916. /**
  26917. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26918. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26919. */
  26920. checkCollisions: boolean;
  26921. /**
  26922. * Gets Collider object used to compute collisions (not physics)
  26923. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26924. */
  26925. readonly collider: Nullable<Collider>;
  26926. /**
  26927. * Move the mesh using collision engine
  26928. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26929. * @param displacement defines the requested displacement vector
  26930. * @returns the current mesh
  26931. */
  26932. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26933. private _onCollisionPositionChange;
  26934. /** @hidden */
  26935. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26936. /** @hidden */
  26937. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26938. /** @hidden */
  26939. _checkCollision(collider: Collider): AbstractMesh;
  26940. /** @hidden */
  26941. _generatePointsArray(): boolean;
  26942. /**
  26943. * Checks if the passed Ray intersects with the mesh
  26944. * @param ray defines the ray to use
  26945. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26946. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26947. * @returns the picking info
  26948. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26949. */
  26950. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26951. /**
  26952. * Clones the current mesh
  26953. * @param name defines the mesh name
  26954. * @param newParent defines the new mesh parent
  26955. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26956. * @returns the new mesh
  26957. */
  26958. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26959. /**
  26960. * Disposes all the submeshes of the current meshnp
  26961. * @returns the current mesh
  26962. */
  26963. releaseSubMeshes(): AbstractMesh;
  26964. /**
  26965. * Releases resources associated with this abstract mesh.
  26966. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26967. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26968. */
  26969. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26970. /**
  26971. * Adds the passed mesh as a child to the current mesh
  26972. * @param mesh defines the child mesh
  26973. * @returns the current mesh
  26974. */
  26975. addChild(mesh: AbstractMesh): AbstractMesh;
  26976. /**
  26977. * Removes the passed mesh from the current mesh children list
  26978. * @param mesh defines the child mesh
  26979. * @returns the current mesh
  26980. */
  26981. removeChild(mesh: AbstractMesh): AbstractMesh;
  26982. /** @hidden */
  26983. private _initFacetData;
  26984. /**
  26985. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26986. * This method can be called within the render loop.
  26987. * 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
  26988. * @returns the current mesh
  26989. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26990. */
  26991. updateFacetData(): AbstractMesh;
  26992. /**
  26993. * Returns the facetLocalNormals array.
  26994. * The normals are expressed in the mesh local spac
  26995. * @returns an array of Vector3
  26996. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26997. */
  26998. getFacetLocalNormals(): Vector3[];
  26999. /**
  27000. * Returns the facetLocalPositions array.
  27001. * The facet positions are expressed in the mesh local space
  27002. * @returns an array of Vector3
  27003. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27004. */
  27005. getFacetLocalPositions(): Vector3[];
  27006. /**
  27007. * Returns the facetLocalPartioning array
  27008. * @returns an array of array of numbers
  27009. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27010. */
  27011. getFacetLocalPartitioning(): number[][];
  27012. /**
  27013. * Returns the i-th facet position in the world system.
  27014. * This method allocates a new Vector3 per call
  27015. * @param i defines the facet index
  27016. * @returns a new Vector3
  27017. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27018. */
  27019. getFacetPosition(i: number): Vector3;
  27020. /**
  27021. * Sets the reference Vector3 with the i-th facet position in the world system
  27022. * @param i defines the facet index
  27023. * @param ref defines the target vector
  27024. * @returns the current mesh
  27025. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27026. */
  27027. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27028. /**
  27029. * Returns the i-th facet normal in the world system.
  27030. * This method allocates a new Vector3 per call
  27031. * @param i defines the facet index
  27032. * @returns a new Vector3
  27033. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27034. */
  27035. getFacetNormal(i: number): Vector3;
  27036. /**
  27037. * Sets the reference Vector3 with the i-th facet normal in the world system
  27038. * @param i defines the facet index
  27039. * @param ref defines the target vector
  27040. * @returns the current mesh
  27041. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27042. */
  27043. getFacetNormalToRef(i: number, ref: Vector3): this;
  27044. /**
  27045. * 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)
  27046. * @param x defines x coordinate
  27047. * @param y defines y coordinate
  27048. * @param z defines z coordinate
  27049. * @returns the array of facet indexes
  27050. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27051. */
  27052. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27053. /**
  27054. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27055. * @param projected sets as the (x,y,z) world projection on the facet
  27056. * @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
  27057. * @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
  27058. * @param x defines x coordinate
  27059. * @param y defines y coordinate
  27060. * @param z defines z coordinate
  27061. * @returns the face index if found (or null instead)
  27062. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27063. */
  27064. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27065. /**
  27066. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27067. * @param projected sets as the (x,y,z) local projection on the facet
  27068. * @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
  27069. * @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
  27070. * @param x defines x coordinate
  27071. * @param y defines y coordinate
  27072. * @param z defines z coordinate
  27073. * @returns the face index if found (or null instead)
  27074. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27075. */
  27076. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27077. /**
  27078. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27079. * @returns the parameters
  27080. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27081. */
  27082. getFacetDataParameters(): any;
  27083. /**
  27084. * Disables the feature FacetData and frees the related memory
  27085. * @returns the current mesh
  27086. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27087. */
  27088. disableFacetData(): AbstractMesh;
  27089. /**
  27090. * Updates the AbstractMesh indices array
  27091. * @param indices defines the data source
  27092. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27093. * @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)
  27094. * @returns the current mesh
  27095. */
  27096. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27097. /**
  27098. * Creates new normals data for the mesh
  27099. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27100. * @returns the current mesh
  27101. */
  27102. createNormals(updatable: boolean): AbstractMesh;
  27103. /**
  27104. * Align the mesh with a normal
  27105. * @param normal defines the normal to use
  27106. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27107. * @returns the current mesh
  27108. */
  27109. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27110. /** @hidden */
  27111. _checkOcclusionQuery(): boolean;
  27112. /**
  27113. * Disables the mesh edge rendering mode
  27114. * @returns the currentAbstractMesh
  27115. */
  27116. disableEdgesRendering(): AbstractMesh;
  27117. /**
  27118. * Enables the edge rendering mode on the mesh.
  27119. * This mode makes the mesh edges visible
  27120. * @param epsilon defines the maximal distance between two angles to detect a face
  27121. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27122. * @returns the currentAbstractMesh
  27123. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27124. */
  27125. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27126. }
  27127. }
  27128. declare module "babylonjs/Actions/actionEvent" {
  27129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27130. import { Nullable } from "babylonjs/types";
  27131. import { Sprite } from "babylonjs/Sprites/sprite";
  27132. import { Scene } from "babylonjs/scene";
  27133. import { Vector2 } from "babylonjs/Maths/math.vector";
  27134. /**
  27135. * Interface used to define ActionEvent
  27136. */
  27137. export interface IActionEvent {
  27138. /** The mesh or sprite that triggered the action */
  27139. source: any;
  27140. /** The X mouse cursor position at the time of the event */
  27141. pointerX: number;
  27142. /** The Y mouse cursor position at the time of the event */
  27143. pointerY: number;
  27144. /** The mesh that is currently pointed at (can be null) */
  27145. meshUnderPointer: Nullable<AbstractMesh>;
  27146. /** the original (browser) event that triggered the ActionEvent */
  27147. sourceEvent?: any;
  27148. /** additional data for the event */
  27149. additionalData?: any;
  27150. }
  27151. /**
  27152. * ActionEvent is the event being sent when an action is triggered.
  27153. */
  27154. export class ActionEvent implements IActionEvent {
  27155. /** The mesh or sprite that triggered the action */
  27156. source: any;
  27157. /** The X mouse cursor position at the time of the event */
  27158. pointerX: number;
  27159. /** The Y mouse cursor position at the time of the event */
  27160. pointerY: number;
  27161. /** The mesh that is currently pointed at (can be null) */
  27162. meshUnderPointer: Nullable<AbstractMesh>;
  27163. /** the original (browser) event that triggered the ActionEvent */
  27164. sourceEvent?: any;
  27165. /** additional data for the event */
  27166. additionalData?: any;
  27167. /**
  27168. * Creates a new ActionEvent
  27169. * @param source The mesh or sprite that triggered the action
  27170. * @param pointerX The X mouse cursor position at the time of the event
  27171. * @param pointerY The Y mouse cursor position at the time of the event
  27172. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27173. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27174. * @param additionalData additional data for the event
  27175. */
  27176. constructor(
  27177. /** The mesh or sprite that triggered the action */
  27178. source: any,
  27179. /** The X mouse cursor position at the time of the event */
  27180. pointerX: number,
  27181. /** The Y mouse cursor position at the time of the event */
  27182. pointerY: number,
  27183. /** The mesh that is currently pointed at (can be null) */
  27184. meshUnderPointer: Nullable<AbstractMesh>,
  27185. /** the original (browser) event that triggered the ActionEvent */
  27186. sourceEvent?: any,
  27187. /** additional data for the event */
  27188. additionalData?: any);
  27189. /**
  27190. * Helper function to auto-create an ActionEvent from a source mesh.
  27191. * @param source The source mesh that triggered the event
  27192. * @param evt The original (browser) event
  27193. * @param additionalData additional data for the event
  27194. * @returns the new ActionEvent
  27195. */
  27196. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27197. /**
  27198. * Helper function to auto-create an ActionEvent from a source sprite
  27199. * @param source The source sprite that triggered the event
  27200. * @param scene Scene associated with the sprite
  27201. * @param evt The original (browser) event
  27202. * @param additionalData additional data for the event
  27203. * @returns the new ActionEvent
  27204. */
  27205. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27206. /**
  27207. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27208. * @param scene the scene where the event occurred
  27209. * @param evt The original (browser) event
  27210. * @returns the new ActionEvent
  27211. */
  27212. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27213. /**
  27214. * Helper function to auto-create an ActionEvent from a primitive
  27215. * @param prim defines the target primitive
  27216. * @param pointerPos defines the pointer position
  27217. * @param evt The original (browser) event
  27218. * @param additionalData additional data for the event
  27219. * @returns the new ActionEvent
  27220. */
  27221. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27222. }
  27223. }
  27224. declare module "babylonjs/Actions/abstractActionManager" {
  27225. import { IDisposable } from "babylonjs/scene";
  27226. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27227. import { IAction } from "babylonjs/Actions/action";
  27228. import { Nullable } from "babylonjs/types";
  27229. /**
  27230. * Abstract class used to decouple action Manager from scene and meshes.
  27231. * Do not instantiate.
  27232. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27233. */
  27234. export abstract class AbstractActionManager implements IDisposable {
  27235. /** Gets the list of active triggers */
  27236. static Triggers: {
  27237. [key: string]: number;
  27238. };
  27239. /** Gets the cursor to use when hovering items */
  27240. hoverCursor: string;
  27241. /** Gets the list of actions */
  27242. actions: IAction[];
  27243. /**
  27244. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27245. */
  27246. isRecursive: boolean;
  27247. /**
  27248. * Releases all associated resources
  27249. */
  27250. abstract dispose(): void;
  27251. /**
  27252. * Does this action manager has pointer triggers
  27253. */
  27254. abstract readonly hasPointerTriggers: boolean;
  27255. /**
  27256. * Does this action manager has pick triggers
  27257. */
  27258. abstract readonly hasPickTriggers: boolean;
  27259. /**
  27260. * Process a specific trigger
  27261. * @param trigger defines the trigger to process
  27262. * @param evt defines the event details to be processed
  27263. */
  27264. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27265. /**
  27266. * Does this action manager handles actions of any of the given triggers
  27267. * @param triggers defines the triggers to be tested
  27268. * @return a boolean indicating whether one (or more) of the triggers is handled
  27269. */
  27270. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27271. /**
  27272. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27273. * speed.
  27274. * @param triggerA defines the trigger to be tested
  27275. * @param triggerB defines the trigger to be tested
  27276. * @return a boolean indicating whether one (or more) of the triggers is handled
  27277. */
  27278. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27279. /**
  27280. * Does this action manager handles actions of a given trigger
  27281. * @param trigger defines the trigger to be tested
  27282. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27283. * @return whether the trigger is handled
  27284. */
  27285. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27286. /**
  27287. * Serialize this manager to a JSON object
  27288. * @param name defines the property name to store this manager
  27289. * @returns a JSON representation of this manager
  27290. */
  27291. abstract serialize(name: string): any;
  27292. /**
  27293. * Registers an action to this action manager
  27294. * @param action defines the action to be registered
  27295. * @return the action amended (prepared) after registration
  27296. */
  27297. abstract registerAction(action: IAction): Nullable<IAction>;
  27298. /**
  27299. * Unregisters an action to this action manager
  27300. * @param action defines the action to be unregistered
  27301. * @return a boolean indicating whether the action has been unregistered
  27302. */
  27303. abstract unregisterAction(action: IAction): Boolean;
  27304. /**
  27305. * Does exist one action manager with at least one trigger
  27306. **/
  27307. static readonly HasTriggers: boolean;
  27308. /**
  27309. * Does exist one action manager with at least one pick trigger
  27310. **/
  27311. static readonly HasPickTriggers: boolean;
  27312. /**
  27313. * Does exist one action manager that handles actions of a given trigger
  27314. * @param trigger defines the trigger to be tested
  27315. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27316. **/
  27317. static HasSpecificTrigger(trigger: number): boolean;
  27318. }
  27319. }
  27320. declare module "babylonjs/node" {
  27321. import { Scene } from "babylonjs/scene";
  27322. import { Nullable } from "babylonjs/types";
  27323. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27324. import { Engine } from "babylonjs/Engines/engine";
  27325. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27326. import { Observable } from "babylonjs/Misc/observable";
  27327. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27328. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27329. import { Animatable } from "babylonjs/Animations/animatable";
  27330. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27331. import { Animation } from "babylonjs/Animations/animation";
  27332. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27333. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27334. /**
  27335. * Defines how a node can be built from a string name.
  27336. */
  27337. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27338. /**
  27339. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27340. */
  27341. export class Node implements IBehaviorAware<Node> {
  27342. /** @hidden */
  27343. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27344. private static _NodeConstructors;
  27345. /**
  27346. * Add a new node constructor
  27347. * @param type defines the type name of the node to construct
  27348. * @param constructorFunc defines the constructor function
  27349. */
  27350. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27351. /**
  27352. * Returns a node constructor based on type name
  27353. * @param type defines the type name
  27354. * @param name defines the new node name
  27355. * @param scene defines the hosting scene
  27356. * @param options defines optional options to transmit to constructors
  27357. * @returns the new constructor or null
  27358. */
  27359. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27360. /**
  27361. * Gets or sets the name of the node
  27362. */
  27363. name: string;
  27364. /**
  27365. * Gets or sets the id of the node
  27366. */
  27367. id: string;
  27368. /**
  27369. * Gets or sets the unique id of the node
  27370. */
  27371. uniqueId: number;
  27372. /**
  27373. * Gets or sets a string used to store user defined state for the node
  27374. */
  27375. state: string;
  27376. /**
  27377. * Gets or sets an object used to store user defined information for the node
  27378. */
  27379. metadata: any;
  27380. /**
  27381. * For internal use only. Please do not use.
  27382. */
  27383. reservedDataStore: any;
  27384. /**
  27385. * List of inspectable custom properties (used by the Inspector)
  27386. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27387. */
  27388. inspectableCustomProperties: IInspectable[];
  27389. /**
  27390. * Gets or sets a boolean used to define if the node must be serialized
  27391. */
  27392. doNotSerialize: boolean;
  27393. /** @hidden */
  27394. _isDisposed: boolean;
  27395. /**
  27396. * Gets a list of Animations associated with the node
  27397. */
  27398. animations: import("babylonjs/Animations/animation").Animation[];
  27399. protected _ranges: {
  27400. [name: string]: Nullable<AnimationRange>;
  27401. };
  27402. /**
  27403. * Callback raised when the node is ready to be used
  27404. */
  27405. onReady: Nullable<(node: Node) => void>;
  27406. private _isEnabled;
  27407. private _isParentEnabled;
  27408. private _isReady;
  27409. /** @hidden */
  27410. _currentRenderId: number;
  27411. private _parentUpdateId;
  27412. /** @hidden */
  27413. _childUpdateId: number;
  27414. /** @hidden */
  27415. _waitingParentId: Nullable<string>;
  27416. /** @hidden */
  27417. _scene: Scene;
  27418. /** @hidden */
  27419. _cache: any;
  27420. private _parentNode;
  27421. private _children;
  27422. /** @hidden */
  27423. _worldMatrix: Matrix;
  27424. /** @hidden */
  27425. _worldMatrixDeterminant: number;
  27426. /** @hidden */
  27427. _worldMatrixDeterminantIsDirty: boolean;
  27428. /** @hidden */
  27429. private _sceneRootNodesIndex;
  27430. /**
  27431. * Gets a boolean indicating if the node has been disposed
  27432. * @returns true if the node was disposed
  27433. */
  27434. isDisposed(): boolean;
  27435. /**
  27436. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27437. * @see https://doc.babylonjs.com/how_to/parenting
  27438. */
  27439. parent: Nullable<Node>;
  27440. private addToSceneRootNodes;
  27441. private removeFromSceneRootNodes;
  27442. private _animationPropertiesOverride;
  27443. /**
  27444. * Gets or sets the animation properties override
  27445. */
  27446. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27447. /**
  27448. * Gets a string idenfifying the name of the class
  27449. * @returns "Node" string
  27450. */
  27451. getClassName(): string;
  27452. /** @hidden */
  27453. readonly _isNode: boolean;
  27454. /**
  27455. * An event triggered when the mesh is disposed
  27456. */
  27457. onDisposeObservable: Observable<Node>;
  27458. private _onDisposeObserver;
  27459. /**
  27460. * Sets a callback that will be raised when the node will be disposed
  27461. */
  27462. onDispose: () => void;
  27463. /**
  27464. * Creates a new Node
  27465. * @param name the name and id to be given to this node
  27466. * @param scene the scene this node will be added to
  27467. * @param addToRootNodes the node will be added to scene.rootNodes
  27468. */
  27469. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27470. /**
  27471. * Gets the scene of the node
  27472. * @returns a scene
  27473. */
  27474. getScene(): Scene;
  27475. /**
  27476. * Gets the engine of the node
  27477. * @returns a Engine
  27478. */
  27479. getEngine(): Engine;
  27480. private _behaviors;
  27481. /**
  27482. * Attach a behavior to the node
  27483. * @see http://doc.babylonjs.com/features/behaviour
  27484. * @param behavior defines the behavior to attach
  27485. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27486. * @returns the current Node
  27487. */
  27488. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27489. /**
  27490. * Remove an attached behavior
  27491. * @see http://doc.babylonjs.com/features/behaviour
  27492. * @param behavior defines the behavior to attach
  27493. * @returns the current Node
  27494. */
  27495. removeBehavior(behavior: Behavior<Node>): Node;
  27496. /**
  27497. * Gets the list of attached behaviors
  27498. * @see http://doc.babylonjs.com/features/behaviour
  27499. */
  27500. readonly behaviors: Behavior<Node>[];
  27501. /**
  27502. * Gets an attached behavior by name
  27503. * @param name defines the name of the behavior to look for
  27504. * @see http://doc.babylonjs.com/features/behaviour
  27505. * @returns null if behavior was not found else the requested behavior
  27506. */
  27507. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27508. /**
  27509. * Returns the latest update of the World matrix
  27510. * @returns a Matrix
  27511. */
  27512. getWorldMatrix(): Matrix;
  27513. /** @hidden */
  27514. _getWorldMatrixDeterminant(): number;
  27515. /**
  27516. * Returns directly the latest state of the mesh World matrix.
  27517. * A Matrix is returned.
  27518. */
  27519. readonly worldMatrixFromCache: Matrix;
  27520. /** @hidden */
  27521. _initCache(): void;
  27522. /** @hidden */
  27523. updateCache(force?: boolean): void;
  27524. /** @hidden */
  27525. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27526. /** @hidden */
  27527. _updateCache(ignoreParentClass?: boolean): void;
  27528. /** @hidden */
  27529. _isSynchronized(): boolean;
  27530. /** @hidden */
  27531. _markSyncedWithParent(): void;
  27532. /** @hidden */
  27533. isSynchronizedWithParent(): boolean;
  27534. /** @hidden */
  27535. isSynchronized(): boolean;
  27536. /**
  27537. * Is this node ready to be used/rendered
  27538. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27539. * @return true if the node is ready
  27540. */
  27541. isReady(completeCheck?: boolean): boolean;
  27542. /**
  27543. * Is this node enabled?
  27544. * 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
  27545. * @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
  27546. * @return whether this node (and its parent) is enabled
  27547. */
  27548. isEnabled(checkAncestors?: boolean): boolean;
  27549. /** @hidden */
  27550. protected _syncParentEnabledState(): void;
  27551. /**
  27552. * Set the enabled state of this node
  27553. * @param value defines the new enabled state
  27554. */
  27555. setEnabled(value: boolean): void;
  27556. /**
  27557. * Is this node a descendant of the given node?
  27558. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27559. * @param ancestor defines the parent node to inspect
  27560. * @returns a boolean indicating if this node is a descendant of the given node
  27561. */
  27562. isDescendantOf(ancestor: Node): boolean;
  27563. /** @hidden */
  27564. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27565. /**
  27566. * Will return all nodes that have this node as ascendant
  27567. * @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
  27568. * @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
  27569. * @return all children nodes of all types
  27570. */
  27571. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27572. /**
  27573. * Get all child-meshes of this node
  27574. * @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)
  27575. * @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
  27576. * @returns an array of AbstractMesh
  27577. */
  27578. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27579. /**
  27580. * Get all direct children of this node
  27581. * @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
  27582. * @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)
  27583. * @returns an array of Node
  27584. */
  27585. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27586. /** @hidden */
  27587. _setReady(state: boolean): void;
  27588. /**
  27589. * Get an animation by name
  27590. * @param name defines the name of the animation to look for
  27591. * @returns null if not found else the requested animation
  27592. */
  27593. getAnimationByName(name: string): Nullable<Animation>;
  27594. /**
  27595. * Creates an animation range for this node
  27596. * @param name defines the name of the range
  27597. * @param from defines the starting key
  27598. * @param to defines the end key
  27599. */
  27600. createAnimationRange(name: string, from: number, to: number): void;
  27601. /**
  27602. * Delete a specific animation range
  27603. * @param name defines the name of the range to delete
  27604. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27605. */
  27606. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27607. /**
  27608. * Get an animation range by name
  27609. * @param name defines the name of the animation range to look for
  27610. * @returns null if not found else the requested animation range
  27611. */
  27612. getAnimationRange(name: string): Nullable<AnimationRange>;
  27613. /**
  27614. * Gets the list of all animation ranges defined on this node
  27615. * @returns an array
  27616. */
  27617. getAnimationRanges(): Nullable<AnimationRange>[];
  27618. /**
  27619. * Will start the animation sequence
  27620. * @param name defines the range frames for animation sequence
  27621. * @param loop defines if the animation should loop (false by default)
  27622. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27623. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27624. * @returns the object created for this animation. If range does not exist, it will return null
  27625. */
  27626. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27627. /**
  27628. * Serialize animation ranges into a JSON compatible object
  27629. * @returns serialization object
  27630. */
  27631. serializeAnimationRanges(): any;
  27632. /**
  27633. * Computes the world matrix of the node
  27634. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27635. * @returns the world matrix
  27636. */
  27637. computeWorldMatrix(force?: boolean): Matrix;
  27638. /**
  27639. * Releases resources associated with this node.
  27640. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27641. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27642. */
  27643. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27644. /**
  27645. * Parse animation range data from a serialization object and store them into a given node
  27646. * @param node defines where to store the animation ranges
  27647. * @param parsedNode defines the serialization object to read data from
  27648. * @param scene defines the hosting scene
  27649. */
  27650. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27651. /**
  27652. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27653. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27654. * @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
  27655. * @returns the new bounding vectors
  27656. */
  27657. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27658. min: Vector3;
  27659. max: Vector3;
  27660. };
  27661. }
  27662. }
  27663. declare module "babylonjs/Animations/animation" {
  27664. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27665. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27666. import { Color3 } from "babylonjs/Maths/math.color";
  27667. import { Nullable } from "babylonjs/types";
  27668. import { Scene } from "babylonjs/scene";
  27669. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27670. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27671. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27672. import { Node } from "babylonjs/node";
  27673. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27674. import { Size } from "babylonjs/Maths/math.size";
  27675. import { Animatable } from "babylonjs/Animations/animatable";
  27676. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27677. /**
  27678. * @hidden
  27679. */
  27680. export class _IAnimationState {
  27681. key: number;
  27682. repeatCount: number;
  27683. workValue?: any;
  27684. loopMode?: number;
  27685. offsetValue?: any;
  27686. highLimitValue?: any;
  27687. }
  27688. /**
  27689. * Class used to store any kind of animation
  27690. */
  27691. export class Animation {
  27692. /**Name of the animation */
  27693. name: string;
  27694. /**Property to animate */
  27695. targetProperty: string;
  27696. /**The frames per second of the animation */
  27697. framePerSecond: number;
  27698. /**The data type of the animation */
  27699. dataType: number;
  27700. /**The loop mode of the animation */
  27701. loopMode?: number | undefined;
  27702. /**Specifies if blending should be enabled */
  27703. enableBlending?: boolean | undefined;
  27704. /**
  27705. * Use matrix interpolation instead of using direct key value when animating matrices
  27706. */
  27707. static AllowMatricesInterpolation: boolean;
  27708. /**
  27709. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27710. */
  27711. static AllowMatrixDecomposeForInterpolation: boolean;
  27712. /**
  27713. * Stores the key frames of the animation
  27714. */
  27715. private _keys;
  27716. /**
  27717. * Stores the easing function of the animation
  27718. */
  27719. private _easingFunction;
  27720. /**
  27721. * @hidden Internal use only
  27722. */
  27723. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27724. /**
  27725. * The set of event that will be linked to this animation
  27726. */
  27727. private _events;
  27728. /**
  27729. * Stores an array of target property paths
  27730. */
  27731. targetPropertyPath: string[];
  27732. /**
  27733. * Stores the blending speed of the animation
  27734. */
  27735. blendingSpeed: number;
  27736. /**
  27737. * Stores the animation ranges for the animation
  27738. */
  27739. private _ranges;
  27740. /**
  27741. * @hidden Internal use
  27742. */
  27743. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27744. /**
  27745. * Sets up an animation
  27746. * @param property The property to animate
  27747. * @param animationType The animation type to apply
  27748. * @param framePerSecond The frames per second of the animation
  27749. * @param easingFunction The easing function used in the animation
  27750. * @returns The created animation
  27751. */
  27752. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27753. /**
  27754. * Create and start an animation on a node
  27755. * @param name defines the name of the global animation that will be run on all nodes
  27756. * @param node defines the root node where the animation will take place
  27757. * @param targetProperty defines property to animate
  27758. * @param framePerSecond defines the number of frame per second yo use
  27759. * @param totalFrame defines the number of frames in total
  27760. * @param from defines the initial value
  27761. * @param to defines the final value
  27762. * @param loopMode defines which loop mode you want to use (off by default)
  27763. * @param easingFunction defines the easing function to use (linear by default)
  27764. * @param onAnimationEnd defines the callback to call when animation end
  27765. * @returns the animatable created for this animation
  27766. */
  27767. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27768. /**
  27769. * Create and start an animation on a node and its descendants
  27770. * @param name defines the name of the global animation that will be run on all nodes
  27771. * @param node defines the root node where the animation will take place
  27772. * @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
  27773. * @param targetProperty defines property to animate
  27774. * @param framePerSecond defines the number of frame per second to use
  27775. * @param totalFrame defines the number of frames in total
  27776. * @param from defines the initial value
  27777. * @param to defines the final value
  27778. * @param loopMode defines which loop mode you want to use (off by default)
  27779. * @param easingFunction defines the easing function to use (linear by default)
  27780. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27781. * @returns the list of animatables created for all nodes
  27782. * @example https://www.babylonjs-playground.com/#MH0VLI
  27783. */
  27784. 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[]>;
  27785. /**
  27786. * Creates a new animation, merges it with the existing animations and starts it
  27787. * @param name Name of the animation
  27788. * @param node Node which contains the scene that begins the animations
  27789. * @param targetProperty Specifies which property to animate
  27790. * @param framePerSecond The frames per second of the animation
  27791. * @param totalFrame The total number of frames
  27792. * @param from The frame at the beginning of the animation
  27793. * @param to The frame at the end of the animation
  27794. * @param loopMode Specifies the loop mode of the animation
  27795. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27796. * @param onAnimationEnd Callback to run once the animation is complete
  27797. * @returns Nullable animation
  27798. */
  27799. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27800. /**
  27801. * Transition property of an host to the target Value
  27802. * @param property The property to transition
  27803. * @param targetValue The target Value of the property
  27804. * @param host The object where the property to animate belongs
  27805. * @param scene Scene used to run the animation
  27806. * @param frameRate Framerate (in frame/s) to use
  27807. * @param transition The transition type we want to use
  27808. * @param duration The duration of the animation, in milliseconds
  27809. * @param onAnimationEnd Callback trigger at the end of the animation
  27810. * @returns Nullable animation
  27811. */
  27812. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27813. /**
  27814. * Return the array of runtime animations currently using this animation
  27815. */
  27816. readonly runtimeAnimations: RuntimeAnimation[];
  27817. /**
  27818. * Specifies if any of the runtime animations are currently running
  27819. */
  27820. readonly hasRunningRuntimeAnimations: boolean;
  27821. /**
  27822. * Initializes the animation
  27823. * @param name Name of the animation
  27824. * @param targetProperty Property to animate
  27825. * @param framePerSecond The frames per second of the animation
  27826. * @param dataType The data type of the animation
  27827. * @param loopMode The loop mode of the animation
  27828. * @param enableBlending Specifies if blending should be enabled
  27829. */
  27830. constructor(
  27831. /**Name of the animation */
  27832. name: string,
  27833. /**Property to animate */
  27834. targetProperty: string,
  27835. /**The frames per second of the animation */
  27836. framePerSecond: number,
  27837. /**The data type of the animation */
  27838. dataType: number,
  27839. /**The loop mode of the animation */
  27840. loopMode?: number | undefined,
  27841. /**Specifies if blending should be enabled */
  27842. enableBlending?: boolean | undefined);
  27843. /**
  27844. * Converts the animation to a string
  27845. * @param fullDetails support for multiple levels of logging within scene loading
  27846. * @returns String form of the animation
  27847. */
  27848. toString(fullDetails?: boolean): string;
  27849. /**
  27850. * Add an event to this animation
  27851. * @param event Event to add
  27852. */
  27853. addEvent(event: AnimationEvent): void;
  27854. /**
  27855. * Remove all events found at the given frame
  27856. * @param frame The frame to remove events from
  27857. */
  27858. removeEvents(frame: number): void;
  27859. /**
  27860. * Retrieves all the events from the animation
  27861. * @returns Events from the animation
  27862. */
  27863. getEvents(): AnimationEvent[];
  27864. /**
  27865. * Creates an animation range
  27866. * @param name Name of the animation range
  27867. * @param from Starting frame of the animation range
  27868. * @param to Ending frame of the animation
  27869. */
  27870. createRange(name: string, from: number, to: number): void;
  27871. /**
  27872. * Deletes an animation range by name
  27873. * @param name Name of the animation range to delete
  27874. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27875. */
  27876. deleteRange(name: string, deleteFrames?: boolean): void;
  27877. /**
  27878. * Gets the animation range by name, or null if not defined
  27879. * @param name Name of the animation range
  27880. * @returns Nullable animation range
  27881. */
  27882. getRange(name: string): Nullable<AnimationRange>;
  27883. /**
  27884. * Gets the key frames from the animation
  27885. * @returns The key frames of the animation
  27886. */
  27887. getKeys(): Array<IAnimationKey>;
  27888. /**
  27889. * Gets the highest frame rate of the animation
  27890. * @returns Highest frame rate of the animation
  27891. */
  27892. getHighestFrame(): number;
  27893. /**
  27894. * Gets the easing function of the animation
  27895. * @returns Easing function of the animation
  27896. */
  27897. getEasingFunction(): IEasingFunction;
  27898. /**
  27899. * Sets the easing function of the animation
  27900. * @param easingFunction A custom mathematical formula for animation
  27901. */
  27902. setEasingFunction(easingFunction: EasingFunction): void;
  27903. /**
  27904. * Interpolates a scalar linearly
  27905. * @param startValue Start value of the animation curve
  27906. * @param endValue End value of the animation curve
  27907. * @param gradient Scalar amount to interpolate
  27908. * @returns Interpolated scalar value
  27909. */
  27910. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27911. /**
  27912. * Interpolates a scalar cubically
  27913. * @param startValue Start value of the animation curve
  27914. * @param outTangent End tangent of the animation
  27915. * @param endValue End value of the animation curve
  27916. * @param inTangent Start tangent of the animation curve
  27917. * @param gradient Scalar amount to interpolate
  27918. * @returns Interpolated scalar value
  27919. */
  27920. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27921. /**
  27922. * Interpolates a quaternion using a spherical linear interpolation
  27923. * @param startValue Start value of the animation curve
  27924. * @param endValue End value of the animation curve
  27925. * @param gradient Scalar amount to interpolate
  27926. * @returns Interpolated quaternion value
  27927. */
  27928. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27929. /**
  27930. * Interpolates a quaternion cubically
  27931. * @param startValue Start value of the animation curve
  27932. * @param outTangent End tangent of the animation curve
  27933. * @param endValue End value of the animation curve
  27934. * @param inTangent Start tangent of the animation curve
  27935. * @param gradient Scalar amount to interpolate
  27936. * @returns Interpolated quaternion value
  27937. */
  27938. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27939. /**
  27940. * Interpolates a Vector3 linearl
  27941. * @param startValue Start value of the animation curve
  27942. * @param endValue End value of the animation curve
  27943. * @param gradient Scalar amount to interpolate
  27944. * @returns Interpolated scalar value
  27945. */
  27946. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27947. /**
  27948. * Interpolates a Vector3 cubically
  27949. * @param startValue Start value of the animation curve
  27950. * @param outTangent End tangent of the animation
  27951. * @param endValue End value of the animation curve
  27952. * @param inTangent Start tangent of the animation curve
  27953. * @param gradient Scalar amount to interpolate
  27954. * @returns InterpolatedVector3 value
  27955. */
  27956. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27957. /**
  27958. * Interpolates a Vector2 linearly
  27959. * @param startValue Start value of the animation curve
  27960. * @param endValue End value of the animation curve
  27961. * @param gradient Scalar amount to interpolate
  27962. * @returns Interpolated Vector2 value
  27963. */
  27964. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27965. /**
  27966. * Interpolates a Vector2 cubically
  27967. * @param startValue Start value of the animation curve
  27968. * @param outTangent End tangent of the animation
  27969. * @param endValue End value of the animation curve
  27970. * @param inTangent Start tangent of the animation curve
  27971. * @param gradient Scalar amount to interpolate
  27972. * @returns Interpolated Vector2 value
  27973. */
  27974. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27975. /**
  27976. * Interpolates a size linearly
  27977. * @param startValue Start value of the animation curve
  27978. * @param endValue End value of the animation curve
  27979. * @param gradient Scalar amount to interpolate
  27980. * @returns Interpolated Size value
  27981. */
  27982. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27983. /**
  27984. * Interpolates a Color3 linearly
  27985. * @param startValue Start value of the animation curve
  27986. * @param endValue End value of the animation curve
  27987. * @param gradient Scalar amount to interpolate
  27988. * @returns Interpolated Color3 value
  27989. */
  27990. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27991. /**
  27992. * @hidden Internal use only
  27993. */
  27994. _getKeyValue(value: any): any;
  27995. /**
  27996. * @hidden Internal use only
  27997. */
  27998. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27999. /**
  28000. * Defines the function to use to interpolate matrices
  28001. * @param startValue defines the start matrix
  28002. * @param endValue defines the end matrix
  28003. * @param gradient defines the gradient between both matrices
  28004. * @param result defines an optional target matrix where to store the interpolation
  28005. * @returns the interpolated matrix
  28006. */
  28007. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28008. /**
  28009. * Makes a copy of the animation
  28010. * @returns Cloned animation
  28011. */
  28012. clone(): Animation;
  28013. /**
  28014. * Sets the key frames of the animation
  28015. * @param values The animation key frames to set
  28016. */
  28017. setKeys(values: Array<IAnimationKey>): void;
  28018. /**
  28019. * Serializes the animation to an object
  28020. * @returns Serialized object
  28021. */
  28022. serialize(): any;
  28023. /**
  28024. * Float animation type
  28025. */
  28026. private static _ANIMATIONTYPE_FLOAT;
  28027. /**
  28028. * Vector3 animation type
  28029. */
  28030. private static _ANIMATIONTYPE_VECTOR3;
  28031. /**
  28032. * Quaternion animation type
  28033. */
  28034. private static _ANIMATIONTYPE_QUATERNION;
  28035. /**
  28036. * Matrix animation type
  28037. */
  28038. private static _ANIMATIONTYPE_MATRIX;
  28039. /**
  28040. * Color3 animation type
  28041. */
  28042. private static _ANIMATIONTYPE_COLOR3;
  28043. /**
  28044. * Vector2 animation type
  28045. */
  28046. private static _ANIMATIONTYPE_VECTOR2;
  28047. /**
  28048. * Size animation type
  28049. */
  28050. private static _ANIMATIONTYPE_SIZE;
  28051. /**
  28052. * Relative Loop Mode
  28053. */
  28054. private static _ANIMATIONLOOPMODE_RELATIVE;
  28055. /**
  28056. * Cycle Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_CYCLE;
  28059. /**
  28060. * Constant Loop Mode
  28061. */
  28062. private static _ANIMATIONLOOPMODE_CONSTANT;
  28063. /**
  28064. * Get the float animation type
  28065. */
  28066. static readonly ANIMATIONTYPE_FLOAT: number;
  28067. /**
  28068. * Get the Vector3 animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_VECTOR3: number;
  28071. /**
  28072. * Get the Vector2 animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_VECTOR2: number;
  28075. /**
  28076. * Get the Size animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_SIZE: number;
  28079. /**
  28080. * Get the Quaternion animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_QUATERNION: number;
  28083. /**
  28084. * Get the Matrix animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_MATRIX: number;
  28087. /**
  28088. * Get the Color3 animation type
  28089. */
  28090. static readonly ANIMATIONTYPE_COLOR3: number;
  28091. /**
  28092. * Get the Relative Loop Mode
  28093. */
  28094. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28095. /**
  28096. * Get the Cycle Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28099. /**
  28100. * Get the Constant Loop Mode
  28101. */
  28102. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28103. /** @hidden */
  28104. static _UniversalLerp(left: any, right: any, amount: number): any;
  28105. /**
  28106. * Parses an animation object and creates an animation
  28107. * @param parsedAnimation Parsed animation object
  28108. * @returns Animation object
  28109. */
  28110. static Parse(parsedAnimation: any): Animation;
  28111. /**
  28112. * Appends the serialized animations from the source animations
  28113. * @param source Source containing the animations
  28114. * @param destination Target to store the animations
  28115. */
  28116. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28117. }
  28118. }
  28119. declare module "babylonjs/Animations/animatable.interface" {
  28120. import { Nullable } from "babylonjs/types";
  28121. import { Animation } from "babylonjs/Animations/animation";
  28122. /**
  28123. * Interface containing an array of animations
  28124. */
  28125. export interface IAnimatable {
  28126. /**
  28127. * Array of animations
  28128. */
  28129. animations: Nullable<Array<Animation>>;
  28130. }
  28131. }
  28132. declare module "babylonjs/Materials/fresnelParameters" {
  28133. import { Color3 } from "babylonjs/Maths/math.color";
  28134. /**
  28135. * This represents all the required information to add a fresnel effect on a material:
  28136. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28137. */
  28138. export class FresnelParameters {
  28139. private _isEnabled;
  28140. /**
  28141. * Define if the fresnel effect is enable or not.
  28142. */
  28143. isEnabled: boolean;
  28144. /**
  28145. * Define the color used on edges (grazing angle)
  28146. */
  28147. leftColor: Color3;
  28148. /**
  28149. * Define the color used on center
  28150. */
  28151. rightColor: Color3;
  28152. /**
  28153. * Define bias applied to computed fresnel term
  28154. */
  28155. bias: number;
  28156. /**
  28157. * Defined the power exponent applied to fresnel term
  28158. */
  28159. power: number;
  28160. /**
  28161. * Clones the current fresnel and its valuues
  28162. * @returns a clone fresnel configuration
  28163. */
  28164. clone(): FresnelParameters;
  28165. /**
  28166. * Serializes the current fresnel parameters to a JSON representation.
  28167. * @return the JSON serialization
  28168. */
  28169. serialize(): any;
  28170. /**
  28171. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28172. * @param parsedFresnelParameters Define the JSON representation
  28173. * @returns the parsed parameters
  28174. */
  28175. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28176. }
  28177. }
  28178. declare module "babylonjs/Misc/decorators" {
  28179. import { Nullable } from "babylonjs/types";
  28180. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28181. import { Scene } from "babylonjs/scene";
  28182. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28183. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28184. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28185. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28186. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28187. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28192. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28193. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28194. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28195. /**
  28196. * Decorator used to define property that can be serialized as reference to a camera
  28197. * @param sourceName defines the name of the property to decorate
  28198. */
  28199. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28200. /**
  28201. * Class used to help serialization objects
  28202. */
  28203. export class SerializationHelper {
  28204. /** @hidden */
  28205. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28206. /** @hidden */
  28207. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28208. /** @hidden */
  28209. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28210. /** @hidden */
  28211. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28212. /**
  28213. * Appends the serialized animations from the source animations
  28214. * @param source Source containing the animations
  28215. * @param destination Target to store the animations
  28216. */
  28217. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28218. /**
  28219. * Static function used to serialized a specific entity
  28220. * @param entity defines the entity to serialize
  28221. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28222. * @returns a JSON compatible object representing the serialization of the entity
  28223. */
  28224. static Serialize<T>(entity: T, serializationObject?: any): any;
  28225. /**
  28226. * Creates a new entity from a serialization data object
  28227. * @param creationFunction defines a function used to instanciated the new entity
  28228. * @param source defines the source serialization data
  28229. * @param scene defines the hosting scene
  28230. * @param rootUrl defines the root url for resources
  28231. * @returns a new entity
  28232. */
  28233. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28234. /**
  28235. * Clones an object
  28236. * @param creationFunction defines the function used to instanciate the new object
  28237. * @param source defines the source object
  28238. * @returns the cloned object
  28239. */
  28240. static Clone<T>(creationFunction: () => T, source: T): T;
  28241. /**
  28242. * Instanciates a new object based on a source one (some data will be shared between both object)
  28243. * @param creationFunction defines the function used to instanciate the new object
  28244. * @param source defines the source object
  28245. * @returns the new object
  28246. */
  28247. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28248. }
  28249. }
  28250. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28251. import { Nullable } from "babylonjs/types";
  28252. /**
  28253. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28254. */
  28255. export interface CubeMapInfo {
  28256. /**
  28257. * The pixel array for the front face.
  28258. * This is stored in format, left to right, up to down format.
  28259. */
  28260. front: Nullable<ArrayBufferView>;
  28261. /**
  28262. * The pixel array for the back face.
  28263. * This is stored in format, left to right, up to down format.
  28264. */
  28265. back: Nullable<ArrayBufferView>;
  28266. /**
  28267. * The pixel array for the left face.
  28268. * This is stored in format, left to right, up to down format.
  28269. */
  28270. left: Nullable<ArrayBufferView>;
  28271. /**
  28272. * The pixel array for the right face.
  28273. * This is stored in format, left to right, up to down format.
  28274. */
  28275. right: Nullable<ArrayBufferView>;
  28276. /**
  28277. * The pixel array for the up face.
  28278. * This is stored in format, left to right, up to down format.
  28279. */
  28280. up: Nullable<ArrayBufferView>;
  28281. /**
  28282. * The pixel array for the down face.
  28283. * This is stored in format, left to right, up to down format.
  28284. */
  28285. down: Nullable<ArrayBufferView>;
  28286. /**
  28287. * The size of the cubemap stored.
  28288. *
  28289. * Each faces will be size * size pixels.
  28290. */
  28291. size: number;
  28292. /**
  28293. * The format of the texture.
  28294. *
  28295. * RGBA, RGB.
  28296. */
  28297. format: number;
  28298. /**
  28299. * The type of the texture data.
  28300. *
  28301. * UNSIGNED_INT, FLOAT.
  28302. */
  28303. type: number;
  28304. /**
  28305. * Specifies whether the texture is in gamma space.
  28306. */
  28307. gammaSpace: boolean;
  28308. }
  28309. /**
  28310. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28311. */
  28312. export class PanoramaToCubeMapTools {
  28313. private static FACE_FRONT;
  28314. private static FACE_BACK;
  28315. private static FACE_RIGHT;
  28316. private static FACE_LEFT;
  28317. private static FACE_DOWN;
  28318. private static FACE_UP;
  28319. /**
  28320. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28321. *
  28322. * @param float32Array The source data.
  28323. * @param inputWidth The width of the input panorama.
  28324. * @param inputHeight The height of the input panorama.
  28325. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28326. * @return The cubemap data
  28327. */
  28328. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28329. private static CreateCubemapTexture;
  28330. private static CalcProjectionSpherical;
  28331. }
  28332. }
  28333. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28334. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28335. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28336. import { Nullable } from "babylonjs/types";
  28337. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28338. /**
  28339. * Helper class dealing with the extraction of spherical polynomial dataArray
  28340. * from a cube map.
  28341. */
  28342. export class CubeMapToSphericalPolynomialTools {
  28343. private static FileFaces;
  28344. /**
  28345. * Converts a texture to the according Spherical Polynomial data.
  28346. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28347. *
  28348. * @param texture The texture to extract the information from.
  28349. * @return The Spherical Polynomial data.
  28350. */
  28351. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28352. /**
  28353. * Converts a cubemap to the according Spherical Polynomial data.
  28354. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28355. *
  28356. * @param cubeInfo The Cube map to extract the information from.
  28357. * @return The Spherical Polynomial data.
  28358. */
  28359. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28360. }
  28361. }
  28362. declare module "babylonjs/Misc/guid" {
  28363. /**
  28364. * Class used to manipulate GUIDs
  28365. */
  28366. export class GUID {
  28367. /**
  28368. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28369. * Be aware Math.random() could cause collisions, but:
  28370. * "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"
  28371. * @returns a pseudo random id
  28372. */
  28373. static RandomId(): string;
  28374. }
  28375. }
  28376. declare module "babylonjs/Materials/Textures/baseTexture" {
  28377. import { Observable } from "babylonjs/Misc/observable";
  28378. import { Nullable } from "babylonjs/types";
  28379. import { Scene } from "babylonjs/scene";
  28380. import { Matrix } from "babylonjs/Maths/math.vector";
  28381. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28382. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28383. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28384. import { ISize } from "babylonjs/Maths/math.size";
  28385. /**
  28386. * Base class of all the textures in babylon.
  28387. * It groups all the common properties the materials, post process, lights... might need
  28388. * in order to make a correct use of the texture.
  28389. */
  28390. export class BaseTexture implements IAnimatable {
  28391. /**
  28392. * Default anisotropic filtering level for the application.
  28393. * It is set to 4 as a good tradeoff between perf and quality.
  28394. */
  28395. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28396. /**
  28397. * Gets or sets the unique id of the texture
  28398. */
  28399. uniqueId: number;
  28400. /**
  28401. * Define the name of the texture.
  28402. */
  28403. name: string;
  28404. /**
  28405. * Gets or sets an object used to store user defined information.
  28406. */
  28407. metadata: any;
  28408. /**
  28409. * For internal use only. Please do not use.
  28410. */
  28411. reservedDataStore: any;
  28412. private _hasAlpha;
  28413. /**
  28414. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28415. */
  28416. hasAlpha: boolean;
  28417. /**
  28418. * Defines if the alpha value should be determined via the rgb values.
  28419. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28420. */
  28421. getAlphaFromRGB: boolean;
  28422. /**
  28423. * Intensity or strength of the texture.
  28424. * It is commonly used by materials to fine tune the intensity of the texture
  28425. */
  28426. level: number;
  28427. /**
  28428. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28429. * This is part of the texture as textures usually maps to one uv set.
  28430. */
  28431. coordinatesIndex: number;
  28432. private _coordinatesMode;
  28433. /**
  28434. * How a texture is mapped.
  28435. *
  28436. * | Value | Type | Description |
  28437. * | ----- | ----------------------------------- | ----------- |
  28438. * | 0 | EXPLICIT_MODE | |
  28439. * | 1 | SPHERICAL_MODE | |
  28440. * | 2 | PLANAR_MODE | |
  28441. * | 3 | CUBIC_MODE | |
  28442. * | 4 | PROJECTION_MODE | |
  28443. * | 5 | SKYBOX_MODE | |
  28444. * | 6 | INVCUBIC_MODE | |
  28445. * | 7 | EQUIRECTANGULAR_MODE | |
  28446. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28447. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28448. */
  28449. coordinatesMode: number;
  28450. /**
  28451. * | Value | Type | Description |
  28452. * | ----- | ------------------ | ----------- |
  28453. * | 0 | CLAMP_ADDRESSMODE | |
  28454. * | 1 | WRAP_ADDRESSMODE | |
  28455. * | 2 | MIRROR_ADDRESSMODE | |
  28456. */
  28457. wrapU: number;
  28458. /**
  28459. * | Value | Type | Description |
  28460. * | ----- | ------------------ | ----------- |
  28461. * | 0 | CLAMP_ADDRESSMODE | |
  28462. * | 1 | WRAP_ADDRESSMODE | |
  28463. * | 2 | MIRROR_ADDRESSMODE | |
  28464. */
  28465. wrapV: number;
  28466. /**
  28467. * | Value | Type | Description |
  28468. * | ----- | ------------------ | ----------- |
  28469. * | 0 | CLAMP_ADDRESSMODE | |
  28470. * | 1 | WRAP_ADDRESSMODE | |
  28471. * | 2 | MIRROR_ADDRESSMODE | |
  28472. */
  28473. wrapR: number;
  28474. /**
  28475. * With compliant hardware and browser (supporting anisotropic filtering)
  28476. * this defines the level of anisotropic filtering in the texture.
  28477. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28478. */
  28479. anisotropicFilteringLevel: number;
  28480. /**
  28481. * Define if the texture is a cube texture or if false a 2d texture.
  28482. */
  28483. isCube: boolean;
  28484. /**
  28485. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28486. */
  28487. is3D: boolean;
  28488. /**
  28489. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28490. * HDR texture are usually stored in linear space.
  28491. * This only impacts the PBR and Background materials
  28492. */
  28493. gammaSpace: boolean;
  28494. /**
  28495. * Gets or sets whether or not the texture contains RGBD data.
  28496. */
  28497. isRGBD: boolean;
  28498. /**
  28499. * Is Z inverted in the texture (useful in a cube texture).
  28500. */
  28501. invertZ: boolean;
  28502. /**
  28503. * Are mip maps generated for this texture or not.
  28504. */
  28505. readonly noMipmap: boolean;
  28506. /**
  28507. * @hidden
  28508. */
  28509. lodLevelInAlpha: boolean;
  28510. /**
  28511. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28512. */
  28513. lodGenerationOffset: number;
  28514. /**
  28515. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28516. */
  28517. lodGenerationScale: number;
  28518. /**
  28519. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28520. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28521. * average roughness values.
  28522. */
  28523. linearSpecularLOD: boolean;
  28524. /**
  28525. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28526. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28527. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28528. */
  28529. irradianceTexture: Nullable<BaseTexture>;
  28530. /**
  28531. * Define if the texture is a render target.
  28532. */
  28533. isRenderTarget: boolean;
  28534. /**
  28535. * Define the unique id of the texture in the scene.
  28536. */
  28537. readonly uid: string;
  28538. /**
  28539. * Return a string representation of the texture.
  28540. * @returns the texture as a string
  28541. */
  28542. toString(): string;
  28543. /**
  28544. * Get the class name of the texture.
  28545. * @returns "BaseTexture"
  28546. */
  28547. getClassName(): string;
  28548. /**
  28549. * Define the list of animation attached to the texture.
  28550. */
  28551. animations: import("babylonjs/Animations/animation").Animation[];
  28552. /**
  28553. * An event triggered when the texture is disposed.
  28554. */
  28555. onDisposeObservable: Observable<BaseTexture>;
  28556. private _onDisposeObserver;
  28557. /**
  28558. * Callback triggered when the texture has been disposed.
  28559. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28560. */
  28561. onDispose: () => void;
  28562. /**
  28563. * Define the current state of the loading sequence when in delayed load mode.
  28564. */
  28565. delayLoadState: number;
  28566. private _scene;
  28567. /** @hidden */
  28568. _texture: Nullable<InternalTexture>;
  28569. private _uid;
  28570. /**
  28571. * Define if the texture is preventinga material to render or not.
  28572. * If not and the texture is not ready, the engine will use a default black texture instead.
  28573. */
  28574. readonly isBlocking: boolean;
  28575. /**
  28576. * Instantiates a new BaseTexture.
  28577. * Base class of all the textures in babylon.
  28578. * It groups all the common properties the materials, post process, lights... might need
  28579. * in order to make a correct use of the texture.
  28580. * @param scene Define the scene the texture blongs to
  28581. */
  28582. constructor(scene: Nullable<Scene>);
  28583. /**
  28584. * Get the scene the texture belongs to.
  28585. * @returns the scene or null if undefined
  28586. */
  28587. getScene(): Nullable<Scene>;
  28588. /**
  28589. * Get the texture transform matrix used to offset tile the texture for istance.
  28590. * @returns the transformation matrix
  28591. */
  28592. getTextureMatrix(): Matrix;
  28593. /**
  28594. * Get the texture reflection matrix used to rotate/transform the reflection.
  28595. * @returns the reflection matrix
  28596. */
  28597. getReflectionTextureMatrix(): Matrix;
  28598. /**
  28599. * Get the underlying lower level texture from Babylon.
  28600. * @returns the insternal texture
  28601. */
  28602. getInternalTexture(): Nullable<InternalTexture>;
  28603. /**
  28604. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28605. * @returns true if ready or not blocking
  28606. */
  28607. isReadyOrNotBlocking(): boolean;
  28608. /**
  28609. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28610. * @returns true if fully ready
  28611. */
  28612. isReady(): boolean;
  28613. private _cachedSize;
  28614. /**
  28615. * Get the size of the texture.
  28616. * @returns the texture size.
  28617. */
  28618. getSize(): ISize;
  28619. /**
  28620. * Get the base size of the texture.
  28621. * It can be different from the size if the texture has been resized for POT for instance
  28622. * @returns the base size
  28623. */
  28624. getBaseSize(): ISize;
  28625. /**
  28626. * Update the sampling mode of the texture.
  28627. * Default is Trilinear mode.
  28628. *
  28629. * | Value | Type | Description |
  28630. * | ----- | ------------------ | ----------- |
  28631. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28632. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28633. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28634. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28635. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28636. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28637. * | 7 | NEAREST_LINEAR | |
  28638. * | 8 | NEAREST_NEAREST | |
  28639. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28640. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28641. * | 11 | LINEAR_LINEAR | |
  28642. * | 12 | LINEAR_NEAREST | |
  28643. *
  28644. * > _mag_: magnification filter (close to the viewer)
  28645. * > _min_: minification filter (far from the viewer)
  28646. * > _mip_: filter used between mip map levels
  28647. *@param samplingMode Define the new sampling mode of the texture
  28648. */
  28649. updateSamplingMode(samplingMode: number): void;
  28650. /**
  28651. * Scales the texture if is `canRescale()`
  28652. * @param ratio the resize factor we want to use to rescale
  28653. */
  28654. scale(ratio: number): void;
  28655. /**
  28656. * Get if the texture can rescale.
  28657. */
  28658. readonly canRescale: boolean;
  28659. /** @hidden */
  28660. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28661. /** @hidden */
  28662. _rebuild(): void;
  28663. /**
  28664. * Triggers the load sequence in delayed load mode.
  28665. */
  28666. delayLoad(): void;
  28667. /**
  28668. * Clones the texture.
  28669. * @returns the cloned texture
  28670. */
  28671. clone(): Nullable<BaseTexture>;
  28672. /**
  28673. * Get the texture underlying type (INT, FLOAT...)
  28674. */
  28675. readonly textureType: number;
  28676. /**
  28677. * Get the texture underlying format (RGB, RGBA...)
  28678. */
  28679. readonly textureFormat: number;
  28680. /**
  28681. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28682. * This will returns an RGBA array buffer containing either in values (0-255) or
  28683. * float values (0-1) depending of the underlying buffer type.
  28684. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28685. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28686. * @param buffer defines a user defined buffer to fill with data (can be null)
  28687. * @returns The Array buffer containing the pixels data.
  28688. */
  28689. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28690. /**
  28691. * Release and destroy the underlying lower level texture aka internalTexture.
  28692. */
  28693. releaseInternalTexture(): void;
  28694. /**
  28695. * Get the polynomial representation of the texture data.
  28696. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28697. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28698. */
  28699. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28700. /** @hidden */
  28701. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28702. /** @hidden */
  28703. readonly _lodTextureMid: Nullable<BaseTexture>;
  28704. /** @hidden */
  28705. readonly _lodTextureLow: Nullable<BaseTexture>;
  28706. /**
  28707. * Dispose the texture and release its associated resources.
  28708. */
  28709. dispose(): void;
  28710. /**
  28711. * Serialize the texture into a JSON representation that can be parsed later on.
  28712. * @returns the JSON representation of the texture
  28713. */
  28714. serialize(): any;
  28715. /**
  28716. * Helper function to be called back once a list of texture contains only ready textures.
  28717. * @param textures Define the list of textures to wait for
  28718. * @param callback Define the callback triggered once the entire list will be ready
  28719. */
  28720. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28721. }
  28722. }
  28723. declare module "babylonjs/Materials/Textures/internalTexture" {
  28724. import { Observable } from "babylonjs/Misc/observable";
  28725. import { Nullable, int } from "babylonjs/types";
  28726. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28727. import { Engine } from "babylonjs/Engines/engine";
  28728. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28729. /**
  28730. * Class used to store data associated with WebGL texture data for the engine
  28731. * This class should not be used directly
  28732. */
  28733. export class InternalTexture {
  28734. /** @hidden */
  28735. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28736. /**
  28737. * The source of the texture data is unknown
  28738. */
  28739. static DATASOURCE_UNKNOWN: number;
  28740. /**
  28741. * Texture data comes from an URL
  28742. */
  28743. static DATASOURCE_URL: number;
  28744. /**
  28745. * Texture data is only used for temporary storage
  28746. */
  28747. static DATASOURCE_TEMP: number;
  28748. /**
  28749. * Texture data comes from raw data (ArrayBuffer)
  28750. */
  28751. static DATASOURCE_RAW: number;
  28752. /**
  28753. * Texture content is dynamic (video or dynamic texture)
  28754. */
  28755. static DATASOURCE_DYNAMIC: number;
  28756. /**
  28757. * Texture content is generated by rendering to it
  28758. */
  28759. static DATASOURCE_RENDERTARGET: number;
  28760. /**
  28761. * Texture content is part of a multi render target process
  28762. */
  28763. static DATASOURCE_MULTIRENDERTARGET: number;
  28764. /**
  28765. * Texture data comes from a cube data file
  28766. */
  28767. static DATASOURCE_CUBE: number;
  28768. /**
  28769. * Texture data comes from a raw cube data
  28770. */
  28771. static DATASOURCE_CUBERAW: number;
  28772. /**
  28773. * Texture data come from a prefiltered cube data file
  28774. */
  28775. static DATASOURCE_CUBEPREFILTERED: number;
  28776. /**
  28777. * Texture content is raw 3D data
  28778. */
  28779. static DATASOURCE_RAW3D: number;
  28780. /**
  28781. * Texture content is a depth texture
  28782. */
  28783. static DATASOURCE_DEPTHTEXTURE: number;
  28784. /**
  28785. * Texture data comes from a raw cube data encoded with RGBD
  28786. */
  28787. static DATASOURCE_CUBERAW_RGBD: number;
  28788. /**
  28789. * Defines if the texture is ready
  28790. */
  28791. isReady: boolean;
  28792. /**
  28793. * Defines if the texture is a cube texture
  28794. */
  28795. isCube: boolean;
  28796. /**
  28797. * Defines if the texture contains 3D data
  28798. */
  28799. is3D: boolean;
  28800. /**
  28801. * Defines if the texture contains multiview data
  28802. */
  28803. isMultiview: boolean;
  28804. /**
  28805. * Gets the URL used to load this texture
  28806. */
  28807. url: string;
  28808. /**
  28809. * Gets the sampling mode of the texture
  28810. */
  28811. samplingMode: number;
  28812. /**
  28813. * Gets a boolean indicating if the texture needs mipmaps generation
  28814. */
  28815. generateMipMaps: boolean;
  28816. /**
  28817. * Gets the number of samples used by the texture (WebGL2+ only)
  28818. */
  28819. samples: number;
  28820. /**
  28821. * Gets the type of the texture (int, float...)
  28822. */
  28823. type: number;
  28824. /**
  28825. * Gets the format of the texture (RGB, RGBA...)
  28826. */
  28827. format: number;
  28828. /**
  28829. * Observable called when the texture is loaded
  28830. */
  28831. onLoadedObservable: Observable<InternalTexture>;
  28832. /**
  28833. * Gets the width of the texture
  28834. */
  28835. width: number;
  28836. /**
  28837. * Gets the height of the texture
  28838. */
  28839. height: number;
  28840. /**
  28841. * Gets the depth of the texture
  28842. */
  28843. depth: number;
  28844. /**
  28845. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28846. */
  28847. baseWidth: number;
  28848. /**
  28849. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseHeight: number;
  28852. /**
  28853. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28854. */
  28855. baseDepth: number;
  28856. /**
  28857. * Gets a boolean indicating if the texture is inverted on Y axis
  28858. */
  28859. invertY: boolean;
  28860. /** @hidden */
  28861. _invertVScale: boolean;
  28862. /** @hidden */
  28863. _associatedChannel: number;
  28864. /** @hidden */
  28865. _dataSource: number;
  28866. /** @hidden */
  28867. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28868. /** @hidden */
  28869. _bufferView: Nullable<ArrayBufferView>;
  28870. /** @hidden */
  28871. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28872. /** @hidden */
  28873. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28874. /** @hidden */
  28875. _size: number;
  28876. /** @hidden */
  28877. _extension: string;
  28878. /** @hidden */
  28879. _files: Nullable<string[]>;
  28880. /** @hidden */
  28881. _workingCanvas: Nullable<HTMLCanvasElement>;
  28882. /** @hidden */
  28883. _workingContext: Nullable<CanvasRenderingContext2D>;
  28884. /** @hidden */
  28885. _framebuffer: Nullable<WebGLFramebuffer>;
  28886. /** @hidden */
  28887. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28888. /** @hidden */
  28889. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28890. /** @hidden */
  28891. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28892. /** @hidden */
  28893. _attachments: Nullable<number[]>;
  28894. /** @hidden */
  28895. _cachedCoordinatesMode: Nullable<number>;
  28896. /** @hidden */
  28897. _cachedWrapU: Nullable<number>;
  28898. /** @hidden */
  28899. _cachedWrapV: Nullable<number>;
  28900. /** @hidden */
  28901. _cachedWrapR: Nullable<number>;
  28902. /** @hidden */
  28903. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28904. /** @hidden */
  28905. _isDisabled: boolean;
  28906. /** @hidden */
  28907. _compression: Nullable<string>;
  28908. /** @hidden */
  28909. _generateStencilBuffer: boolean;
  28910. /** @hidden */
  28911. _generateDepthBuffer: boolean;
  28912. /** @hidden */
  28913. _comparisonFunction: number;
  28914. /** @hidden */
  28915. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28916. /** @hidden */
  28917. _lodGenerationScale: number;
  28918. /** @hidden */
  28919. _lodGenerationOffset: number;
  28920. /** @hidden */
  28921. _colorTextureArray: Nullable<WebGLTexture>;
  28922. /** @hidden */
  28923. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28924. /** @hidden */
  28925. _lodTextureHigh: Nullable<BaseTexture>;
  28926. /** @hidden */
  28927. _lodTextureMid: Nullable<BaseTexture>;
  28928. /** @hidden */
  28929. _lodTextureLow: Nullable<BaseTexture>;
  28930. /** @hidden */
  28931. _isRGBD: boolean;
  28932. /** @hidden */
  28933. _linearSpecularLOD: boolean;
  28934. /** @hidden */
  28935. _irradianceTexture: Nullable<BaseTexture>;
  28936. /** @hidden */
  28937. _webGLTexture: Nullable<WebGLTexture>;
  28938. /** @hidden */
  28939. _references: number;
  28940. private _engine;
  28941. /**
  28942. * Gets the Engine the texture belongs to.
  28943. * @returns The babylon engine
  28944. */
  28945. getEngine(): Engine;
  28946. /**
  28947. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28948. */
  28949. readonly dataSource: number;
  28950. /**
  28951. * Creates a new InternalTexture
  28952. * @param engine defines the engine to use
  28953. * @param dataSource defines the type of data that will be used
  28954. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28955. */
  28956. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28957. /**
  28958. * Increments the number of references (ie. the number of Texture that point to it)
  28959. */
  28960. incrementReferences(): void;
  28961. /**
  28962. * Change the size of the texture (not the size of the content)
  28963. * @param width defines the new width
  28964. * @param height defines the new height
  28965. * @param depth defines the new depth (1 by default)
  28966. */
  28967. updateSize(width: int, height: int, depth?: int): void;
  28968. /** @hidden */
  28969. _rebuild(): void;
  28970. /** @hidden */
  28971. _swapAndDie(target: InternalTexture): void;
  28972. /**
  28973. * Dispose the current allocated resources
  28974. */
  28975. dispose(): void;
  28976. }
  28977. }
  28978. declare module "babylonjs/Materials/effect" {
  28979. import { Observable } from "babylonjs/Misc/observable";
  28980. import { Nullable } from "babylonjs/types";
  28981. import { IDisposable } from "babylonjs/scene";
  28982. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28983. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28984. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28985. import { Engine } from "babylonjs/Engines/engine";
  28986. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28987. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28988. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28989. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28991. /**
  28992. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28993. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28994. */
  28995. export class EffectFallbacks {
  28996. private _defines;
  28997. private _currentRank;
  28998. private _maxRank;
  28999. private _mesh;
  29000. /**
  29001. * Removes the fallback from the bound mesh.
  29002. */
  29003. unBindMesh(): void;
  29004. /**
  29005. * Adds a fallback on the specified property.
  29006. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29007. * @param define The name of the define in the shader
  29008. */
  29009. addFallback(rank: number, define: string): void;
  29010. /**
  29011. * Sets the mesh to use CPU skinning when needing to fallback.
  29012. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29013. * @param mesh The mesh to use the fallbacks.
  29014. */
  29015. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29016. /**
  29017. * Checks to see if more fallbacks are still availible.
  29018. */
  29019. readonly hasMoreFallbacks: boolean;
  29020. /**
  29021. * Removes the defines that should be removed when falling back.
  29022. * @param currentDefines defines the current define statements for the shader.
  29023. * @param effect defines the current effect we try to compile
  29024. * @returns The resulting defines with defines of the current rank removed.
  29025. */
  29026. reduce(currentDefines: string, effect: Effect): string;
  29027. }
  29028. /**
  29029. * Options to be used when creating an effect.
  29030. */
  29031. export class EffectCreationOptions {
  29032. /**
  29033. * Atrributes that will be used in the shader.
  29034. */
  29035. attributes: string[];
  29036. /**
  29037. * Uniform varible names that will be set in the shader.
  29038. */
  29039. uniformsNames: string[];
  29040. /**
  29041. * Uniform buffer varible names that will be set in the shader.
  29042. */
  29043. uniformBuffersNames: string[];
  29044. /**
  29045. * Sampler texture variable names that will be set in the shader.
  29046. */
  29047. samplers: string[];
  29048. /**
  29049. * Define statements that will be set in the shader.
  29050. */
  29051. defines: any;
  29052. /**
  29053. * Possible fallbacks for this effect to improve performance when needed.
  29054. */
  29055. fallbacks: Nullable<EffectFallbacks>;
  29056. /**
  29057. * Callback that will be called when the shader is compiled.
  29058. */
  29059. onCompiled: Nullable<(effect: Effect) => void>;
  29060. /**
  29061. * Callback that will be called if an error occurs during shader compilation.
  29062. */
  29063. onError: Nullable<(effect: Effect, errors: string) => void>;
  29064. /**
  29065. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29066. */
  29067. indexParameters: any;
  29068. /**
  29069. * Max number of lights that can be used in the shader.
  29070. */
  29071. maxSimultaneousLights: number;
  29072. /**
  29073. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29074. */
  29075. transformFeedbackVaryings: Nullable<string[]>;
  29076. }
  29077. /**
  29078. * Effect containing vertex and fragment shader that can be executed on an object.
  29079. */
  29080. export class Effect implements IDisposable {
  29081. /**
  29082. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29083. */
  29084. static ShadersRepository: string;
  29085. /**
  29086. * Name of the effect.
  29087. */
  29088. name: any;
  29089. /**
  29090. * String container all the define statements that should be set on the shader.
  29091. */
  29092. defines: string;
  29093. /**
  29094. * Callback that will be called when the shader is compiled.
  29095. */
  29096. onCompiled: Nullable<(effect: Effect) => void>;
  29097. /**
  29098. * Callback that will be called if an error occurs during shader compilation.
  29099. */
  29100. onError: Nullable<(effect: Effect, errors: string) => void>;
  29101. /**
  29102. * Callback that will be called when effect is bound.
  29103. */
  29104. onBind: Nullable<(effect: Effect) => void>;
  29105. /**
  29106. * Unique ID of the effect.
  29107. */
  29108. uniqueId: number;
  29109. /**
  29110. * Observable that will be called when the shader is compiled.
  29111. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29112. */
  29113. onCompileObservable: Observable<Effect>;
  29114. /**
  29115. * Observable that will be called if an error occurs during shader compilation.
  29116. */
  29117. onErrorObservable: Observable<Effect>;
  29118. /** @hidden */
  29119. _onBindObservable: Nullable<Observable<Effect>>;
  29120. /**
  29121. * Observable that will be called when effect is bound.
  29122. */
  29123. readonly onBindObservable: Observable<Effect>;
  29124. /** @hidden */
  29125. _bonesComputationForcedToCPU: boolean;
  29126. private static _uniqueIdSeed;
  29127. private _engine;
  29128. private _uniformBuffersNames;
  29129. private _uniformsNames;
  29130. private _samplerList;
  29131. private _samplers;
  29132. private _isReady;
  29133. private _compilationError;
  29134. private _attributesNames;
  29135. private _attributes;
  29136. private _uniforms;
  29137. /**
  29138. * Key for the effect.
  29139. * @hidden
  29140. */
  29141. _key: string;
  29142. private _indexParameters;
  29143. private _fallbacks;
  29144. private _vertexSourceCode;
  29145. private _fragmentSourceCode;
  29146. private _vertexSourceCodeOverride;
  29147. private _fragmentSourceCodeOverride;
  29148. private _transformFeedbackVaryings;
  29149. /**
  29150. * Compiled shader to webGL program.
  29151. * @hidden
  29152. */
  29153. _pipelineContext: Nullable<IPipelineContext>;
  29154. private _valueCache;
  29155. private static _baseCache;
  29156. /**
  29157. * Instantiates an effect.
  29158. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29159. * @param baseName Name of the effect.
  29160. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29161. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29162. * @param samplers List of sampler variables that will be passed to the shader.
  29163. * @param engine Engine to be used to render the effect
  29164. * @param defines Define statements to be added to the shader.
  29165. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29166. * @param onCompiled Callback that will be called when the shader is compiled.
  29167. * @param onError Callback that will be called if an error occurs during shader compilation.
  29168. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29169. */
  29170. 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);
  29171. private _useFinalCode;
  29172. /**
  29173. * Unique key for this effect
  29174. */
  29175. readonly key: string;
  29176. /**
  29177. * If the effect has been compiled and prepared.
  29178. * @returns if the effect is compiled and prepared.
  29179. */
  29180. isReady(): boolean;
  29181. private _isReadyInternal;
  29182. /**
  29183. * The engine the effect was initialized with.
  29184. * @returns the engine.
  29185. */
  29186. getEngine(): Engine;
  29187. /**
  29188. * The pipeline context for this effect
  29189. * @returns the associated pipeline context
  29190. */
  29191. getPipelineContext(): Nullable<IPipelineContext>;
  29192. /**
  29193. * The set of names of attribute variables for the shader.
  29194. * @returns An array of attribute names.
  29195. */
  29196. getAttributesNames(): string[];
  29197. /**
  29198. * Returns the attribute at the given index.
  29199. * @param index The index of the attribute.
  29200. * @returns The location of the attribute.
  29201. */
  29202. getAttributeLocation(index: number): number;
  29203. /**
  29204. * Returns the attribute based on the name of the variable.
  29205. * @param name of the attribute to look up.
  29206. * @returns the attribute location.
  29207. */
  29208. getAttributeLocationByName(name: string): number;
  29209. /**
  29210. * The number of attributes.
  29211. * @returns the numnber of attributes.
  29212. */
  29213. getAttributesCount(): number;
  29214. /**
  29215. * Gets the index of a uniform variable.
  29216. * @param uniformName of the uniform to look up.
  29217. * @returns the index.
  29218. */
  29219. getUniformIndex(uniformName: string): number;
  29220. /**
  29221. * Returns the attribute based on the name of the variable.
  29222. * @param uniformName of the uniform to look up.
  29223. * @returns the location of the uniform.
  29224. */
  29225. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29226. /**
  29227. * Returns an array of sampler variable names
  29228. * @returns The array of sampler variable neames.
  29229. */
  29230. getSamplers(): string[];
  29231. /**
  29232. * The error from the last compilation.
  29233. * @returns the error string.
  29234. */
  29235. getCompilationError(): string;
  29236. /**
  29237. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29238. * @param func The callback to be used.
  29239. */
  29240. executeWhenCompiled(func: (effect: Effect) => void): void;
  29241. private _checkIsReady;
  29242. /** @hidden */
  29243. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29244. /** @hidden */
  29245. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29246. /** @hidden */
  29247. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29248. /**
  29249. * Recompiles the webGL program
  29250. * @param vertexSourceCode The source code for the vertex shader.
  29251. * @param fragmentSourceCode The source code for the fragment shader.
  29252. * @param onCompiled Callback called when completed.
  29253. * @param onError Callback called on error.
  29254. * @hidden
  29255. */
  29256. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29257. /**
  29258. * Prepares the effect
  29259. * @hidden
  29260. */
  29261. _prepareEffect(): void;
  29262. private _processCompilationErrors;
  29263. /**
  29264. * Checks if the effect is supported. (Must be called after compilation)
  29265. */
  29266. readonly isSupported: boolean;
  29267. /**
  29268. * Binds a texture to the engine to be used as output of the shader.
  29269. * @param channel Name of the output variable.
  29270. * @param texture Texture to bind.
  29271. * @hidden
  29272. */
  29273. _bindTexture(channel: string, texture: InternalTexture): void;
  29274. /**
  29275. * Sets a texture on the engine to be used in the shader.
  29276. * @param channel Name of the sampler variable.
  29277. * @param texture Texture to set.
  29278. */
  29279. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29280. /**
  29281. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29282. * @param channel Name of the sampler variable.
  29283. * @param texture Texture to set.
  29284. */
  29285. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29286. /**
  29287. * Sets an array of textures on the engine to be used in the shader.
  29288. * @param channel Name of the variable.
  29289. * @param textures Textures to set.
  29290. */
  29291. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29292. /**
  29293. * 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)
  29294. * @param channel Name of the sampler variable.
  29295. * @param postProcess Post process to get the input texture from.
  29296. */
  29297. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29298. /**
  29299. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29300. * 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)
  29301. * @param channel Name of the sampler variable.
  29302. * @param postProcess Post process to get the output texture from.
  29303. */
  29304. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29305. /** @hidden */
  29306. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29307. /** @hidden */
  29308. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29309. /** @hidden */
  29310. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29311. /** @hidden */
  29312. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29313. /**
  29314. * Binds a buffer to a uniform.
  29315. * @param buffer Buffer to bind.
  29316. * @param name Name of the uniform variable to bind to.
  29317. */
  29318. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29319. /**
  29320. * Binds block to a uniform.
  29321. * @param blockName Name of the block to bind.
  29322. * @param index Index to bind.
  29323. */
  29324. bindUniformBlock(blockName: string, index: number): void;
  29325. /**
  29326. * Sets an interger value on a uniform variable.
  29327. * @param uniformName Name of the variable.
  29328. * @param value Value to be set.
  29329. * @returns this effect.
  29330. */
  29331. setInt(uniformName: string, value: number): Effect;
  29332. /**
  29333. * Sets an int array on a uniform variable.
  29334. * @param uniformName Name of the variable.
  29335. * @param array array to be set.
  29336. * @returns this effect.
  29337. */
  29338. setIntArray(uniformName: string, array: Int32Array): Effect;
  29339. /**
  29340. * 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)
  29341. * @param uniformName Name of the variable.
  29342. * @param array array to be set.
  29343. * @returns this effect.
  29344. */
  29345. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29346. /**
  29347. * 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)
  29348. * @param uniformName Name of the variable.
  29349. * @param array array to be set.
  29350. * @returns this effect.
  29351. */
  29352. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29353. /**
  29354. * 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)
  29355. * @param uniformName Name of the variable.
  29356. * @param array array to be set.
  29357. * @returns this effect.
  29358. */
  29359. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29360. /**
  29361. * Sets an float array on a uniform variable.
  29362. * @param uniformName Name of the variable.
  29363. * @param array array to be set.
  29364. * @returns this effect.
  29365. */
  29366. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29367. /**
  29368. * 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)
  29369. * @param uniformName Name of the variable.
  29370. * @param array array to be set.
  29371. * @returns this effect.
  29372. */
  29373. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29374. /**
  29375. * 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)
  29376. * @param uniformName Name of the variable.
  29377. * @param array array to be set.
  29378. * @returns this effect.
  29379. */
  29380. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29381. /**
  29382. * 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)
  29383. * @param uniformName Name of the variable.
  29384. * @param array array to be set.
  29385. * @returns this effect.
  29386. */
  29387. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29388. /**
  29389. * Sets an array on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param array array to be set.
  29392. * @returns this effect.
  29393. */
  29394. setArray(uniformName: string, array: number[]): Effect;
  29395. /**
  29396. * 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)
  29397. * @param uniformName Name of the variable.
  29398. * @param array array to be set.
  29399. * @returns this effect.
  29400. */
  29401. setArray2(uniformName: string, array: number[]): Effect;
  29402. /**
  29403. * 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)
  29404. * @param uniformName Name of the variable.
  29405. * @param array array to be set.
  29406. * @returns this effect.
  29407. */
  29408. setArray3(uniformName: string, array: number[]): Effect;
  29409. /**
  29410. * 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)
  29411. * @param uniformName Name of the variable.
  29412. * @param array array to be set.
  29413. * @returns this effect.
  29414. */
  29415. setArray4(uniformName: string, array: number[]): Effect;
  29416. /**
  29417. * Sets matrices on a uniform variable.
  29418. * @param uniformName Name of the variable.
  29419. * @param matrices matrices to be set.
  29420. * @returns this effect.
  29421. */
  29422. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29423. /**
  29424. * Sets matrix on a uniform variable.
  29425. * @param uniformName Name of the variable.
  29426. * @param matrix matrix to be set.
  29427. * @returns this effect.
  29428. */
  29429. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29430. /**
  29431. * 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)
  29432. * @param uniformName Name of the variable.
  29433. * @param matrix matrix to be set.
  29434. * @returns this effect.
  29435. */
  29436. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29437. /**
  29438. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29439. * @param uniformName Name of the variable.
  29440. * @param matrix matrix to be set.
  29441. * @returns this effect.
  29442. */
  29443. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29444. /**
  29445. * Sets a float on a uniform variable.
  29446. * @param uniformName Name of the variable.
  29447. * @param value value to be set.
  29448. * @returns this effect.
  29449. */
  29450. setFloat(uniformName: string, value: number): Effect;
  29451. /**
  29452. * Sets a boolean on a uniform variable.
  29453. * @param uniformName Name of the variable.
  29454. * @param bool value to be set.
  29455. * @returns this effect.
  29456. */
  29457. setBool(uniformName: string, bool: boolean): Effect;
  29458. /**
  29459. * Sets a Vector2 on a uniform variable.
  29460. * @param uniformName Name of the variable.
  29461. * @param vector2 vector2 to be set.
  29462. * @returns this effect.
  29463. */
  29464. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29465. /**
  29466. * Sets a float2 on a uniform variable.
  29467. * @param uniformName Name of the variable.
  29468. * @param x First float in float2.
  29469. * @param y Second float in float2.
  29470. * @returns this effect.
  29471. */
  29472. setFloat2(uniformName: string, x: number, y: number): Effect;
  29473. /**
  29474. * Sets a Vector3 on a uniform variable.
  29475. * @param uniformName Name of the variable.
  29476. * @param vector3 Value to be set.
  29477. * @returns this effect.
  29478. */
  29479. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29480. /**
  29481. * Sets a float3 on a uniform variable.
  29482. * @param uniformName Name of the variable.
  29483. * @param x First float in float3.
  29484. * @param y Second float in float3.
  29485. * @param z Third float in float3.
  29486. * @returns this effect.
  29487. */
  29488. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29489. /**
  29490. * Sets a Vector4 on a uniform variable.
  29491. * @param uniformName Name of the variable.
  29492. * @param vector4 Value to be set.
  29493. * @returns this effect.
  29494. */
  29495. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29496. /**
  29497. * Sets a float4 on a uniform variable.
  29498. * @param uniformName Name of the variable.
  29499. * @param x First float in float4.
  29500. * @param y Second float in float4.
  29501. * @param z Third float in float4.
  29502. * @param w Fourth float in float4.
  29503. * @returns this effect.
  29504. */
  29505. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29506. /**
  29507. * Sets a Color3 on a uniform variable.
  29508. * @param uniformName Name of the variable.
  29509. * @param color3 Value to be set.
  29510. * @returns this effect.
  29511. */
  29512. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29513. /**
  29514. * Sets a Color4 on a uniform variable.
  29515. * @param uniformName Name of the variable.
  29516. * @param color3 Value to be set.
  29517. * @param alpha Alpha value to be set.
  29518. * @returns this effect.
  29519. */
  29520. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29521. /**
  29522. * Sets a Color4 on a uniform variable
  29523. * @param uniformName defines the name of the variable
  29524. * @param color4 defines the value to be set
  29525. * @returns this effect.
  29526. */
  29527. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29528. /** Release all associated resources */
  29529. dispose(): void;
  29530. /**
  29531. * This function will add a new shader to the shader store
  29532. * @param name the name of the shader
  29533. * @param pixelShader optional pixel shader content
  29534. * @param vertexShader optional vertex shader content
  29535. */
  29536. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29537. /**
  29538. * Store of each shader (The can be looked up using effect.key)
  29539. */
  29540. static ShadersStore: {
  29541. [key: string]: string;
  29542. };
  29543. /**
  29544. * Store of each included file for a shader (The can be looked up using effect.key)
  29545. */
  29546. static IncludesShadersStore: {
  29547. [key: string]: string;
  29548. };
  29549. /**
  29550. * Resets the cache of effects.
  29551. */
  29552. static ResetCache(): void;
  29553. }
  29554. }
  29555. declare module "babylonjs/Materials/uniformBuffer" {
  29556. import { Nullable, FloatArray } from "babylonjs/types";
  29557. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29558. import { Engine } from "babylonjs/Engines/engine";
  29559. import { Effect } from "babylonjs/Materials/effect";
  29560. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29561. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29562. import { Color3 } from "babylonjs/Maths/math.color";
  29563. /**
  29564. * Uniform buffer objects.
  29565. *
  29566. * Handles blocks of uniform on the GPU.
  29567. *
  29568. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29569. *
  29570. * For more information, please refer to :
  29571. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29572. */
  29573. export class UniformBuffer {
  29574. private _engine;
  29575. private _buffer;
  29576. private _data;
  29577. private _bufferData;
  29578. private _dynamic?;
  29579. private _uniformLocations;
  29580. private _uniformSizes;
  29581. private _uniformLocationPointer;
  29582. private _needSync;
  29583. private _noUBO;
  29584. private _currentEffect;
  29585. private static _MAX_UNIFORM_SIZE;
  29586. private static _tempBuffer;
  29587. /**
  29588. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29589. * This is dynamic to allow compat with webgl 1 and 2.
  29590. * You will need to pass the name of the uniform as well as the value.
  29591. */
  29592. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29593. /**
  29594. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29595. * This is dynamic to allow compat with webgl 1 and 2.
  29596. * You will need to pass the name of the uniform as well as the value.
  29597. */
  29598. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29599. /**
  29600. * Lambda to Update a single float in a uniform buffer.
  29601. * This is dynamic to allow compat with webgl 1 and 2.
  29602. * You will need to pass the name of the uniform as well as the value.
  29603. */
  29604. updateFloat: (name: string, x: number) => void;
  29605. /**
  29606. * Lambda to Update a vec2 of float in a uniform buffer.
  29607. * This is dynamic to allow compat with webgl 1 and 2.
  29608. * You will need to pass the name of the uniform as well as the value.
  29609. */
  29610. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29611. /**
  29612. * Lambda to Update a vec3 of float in a uniform buffer.
  29613. * This is dynamic to allow compat with webgl 1 and 2.
  29614. * You will need to pass the name of the uniform as well as the value.
  29615. */
  29616. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29617. /**
  29618. * Lambda to Update a vec4 of float in a uniform buffer.
  29619. * This is dynamic to allow compat with webgl 1 and 2.
  29620. * You will need to pass the name of the uniform as well as the value.
  29621. */
  29622. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29623. /**
  29624. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29625. * This is dynamic to allow compat with webgl 1 and 2.
  29626. * You will need to pass the name of the uniform as well as the value.
  29627. */
  29628. updateMatrix: (name: string, mat: Matrix) => void;
  29629. /**
  29630. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29631. * This is dynamic to allow compat with webgl 1 and 2.
  29632. * You will need to pass the name of the uniform as well as the value.
  29633. */
  29634. updateVector3: (name: string, vector: Vector3) => void;
  29635. /**
  29636. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29637. * This is dynamic to allow compat with webgl 1 and 2.
  29638. * You will need to pass the name of the uniform as well as the value.
  29639. */
  29640. updateVector4: (name: string, vector: Vector4) => void;
  29641. /**
  29642. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29643. * This is dynamic to allow compat with webgl 1 and 2.
  29644. * You will need to pass the name of the uniform as well as the value.
  29645. */
  29646. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29647. /**
  29648. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29649. * This is dynamic to allow compat with webgl 1 and 2.
  29650. * You will need to pass the name of the uniform as well as the value.
  29651. */
  29652. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29653. /**
  29654. * Instantiates a new Uniform buffer objects.
  29655. *
  29656. * Handles blocks of uniform on the GPU.
  29657. *
  29658. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29659. *
  29660. * For more information, please refer to :
  29661. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29662. * @param engine Define the engine the buffer is associated with
  29663. * @param data Define the data contained in the buffer
  29664. * @param dynamic Define if the buffer is updatable
  29665. */
  29666. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29667. /**
  29668. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29669. * or just falling back on setUniformXXX calls.
  29670. */
  29671. readonly useUbo: boolean;
  29672. /**
  29673. * Indicates if the WebGL underlying uniform buffer is in sync
  29674. * with the javascript cache data.
  29675. */
  29676. readonly isSync: boolean;
  29677. /**
  29678. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29679. * Also, a dynamic UniformBuffer will disable cache verification and always
  29680. * update the underlying WebGL uniform buffer to the GPU.
  29681. * @returns if Dynamic, otherwise false
  29682. */
  29683. isDynamic(): boolean;
  29684. /**
  29685. * The data cache on JS side.
  29686. * @returns the underlying data as a float array
  29687. */
  29688. getData(): Float32Array;
  29689. /**
  29690. * The underlying WebGL Uniform buffer.
  29691. * @returns the webgl buffer
  29692. */
  29693. getBuffer(): Nullable<DataBuffer>;
  29694. /**
  29695. * std140 layout specifies how to align data within an UBO structure.
  29696. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29697. * for specs.
  29698. */
  29699. private _fillAlignment;
  29700. /**
  29701. * Adds an uniform in the buffer.
  29702. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29703. * for the layout to be correct !
  29704. * @param name Name of the uniform, as used in the uniform block in the shader.
  29705. * @param size Data size, or data directly.
  29706. */
  29707. addUniform(name: string, size: number | number[]): void;
  29708. /**
  29709. * Adds a Matrix 4x4 to the uniform buffer.
  29710. * @param name Name of the uniform, as used in the uniform block in the shader.
  29711. * @param mat A 4x4 matrix.
  29712. */
  29713. addMatrix(name: string, mat: Matrix): void;
  29714. /**
  29715. * Adds a vec2 to the uniform buffer.
  29716. * @param name Name of the uniform, as used in the uniform block in the shader.
  29717. * @param x Define the x component value of the vec2
  29718. * @param y Define the y component value of the vec2
  29719. */
  29720. addFloat2(name: string, x: number, y: number): void;
  29721. /**
  29722. * Adds a vec3 to the uniform buffer.
  29723. * @param name Name of the uniform, as used in the uniform block in the shader.
  29724. * @param x Define the x component value of the vec3
  29725. * @param y Define the y component value of the vec3
  29726. * @param z Define the z component value of the vec3
  29727. */
  29728. addFloat3(name: string, x: number, y: number, z: number): void;
  29729. /**
  29730. * Adds a vec3 to the uniform buffer.
  29731. * @param name Name of the uniform, as used in the uniform block in the shader.
  29732. * @param color Define the vec3 from a Color
  29733. */
  29734. addColor3(name: string, color: Color3): void;
  29735. /**
  29736. * Adds a vec4 to the uniform buffer.
  29737. * @param name Name of the uniform, as used in the uniform block in the shader.
  29738. * @param color Define the rgb components from a Color
  29739. * @param alpha Define the a component of the vec4
  29740. */
  29741. addColor4(name: string, color: Color3, alpha: number): void;
  29742. /**
  29743. * Adds a vec3 to the uniform buffer.
  29744. * @param name Name of the uniform, as used in the uniform block in the shader.
  29745. * @param vector Define the vec3 components from a Vector
  29746. */
  29747. addVector3(name: string, vector: Vector3): void;
  29748. /**
  29749. * Adds a Matrix 3x3 to the uniform buffer.
  29750. * @param name Name of the uniform, as used in the uniform block in the shader.
  29751. */
  29752. addMatrix3x3(name: string): void;
  29753. /**
  29754. * Adds a Matrix 2x2 to the uniform buffer.
  29755. * @param name Name of the uniform, as used in the uniform block in the shader.
  29756. */
  29757. addMatrix2x2(name: string): void;
  29758. /**
  29759. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29760. */
  29761. create(): void;
  29762. /** @hidden */
  29763. _rebuild(): void;
  29764. /**
  29765. * Updates the WebGL Uniform Buffer on the GPU.
  29766. * If the `dynamic` flag is set to true, no cache comparison is done.
  29767. * Otherwise, the buffer will be updated only if the cache differs.
  29768. */
  29769. update(): void;
  29770. /**
  29771. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29772. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29773. * @param data Define the flattened data
  29774. * @param size Define the size of the data.
  29775. */
  29776. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29777. private _valueCache;
  29778. private _cacheMatrix;
  29779. private _updateMatrix3x3ForUniform;
  29780. private _updateMatrix3x3ForEffect;
  29781. private _updateMatrix2x2ForEffect;
  29782. private _updateMatrix2x2ForUniform;
  29783. private _updateFloatForEffect;
  29784. private _updateFloatForUniform;
  29785. private _updateFloat2ForEffect;
  29786. private _updateFloat2ForUniform;
  29787. private _updateFloat3ForEffect;
  29788. private _updateFloat3ForUniform;
  29789. private _updateFloat4ForEffect;
  29790. private _updateFloat4ForUniform;
  29791. private _updateMatrixForEffect;
  29792. private _updateMatrixForUniform;
  29793. private _updateVector3ForEffect;
  29794. private _updateVector3ForUniform;
  29795. private _updateVector4ForEffect;
  29796. private _updateVector4ForUniform;
  29797. private _updateColor3ForEffect;
  29798. private _updateColor3ForUniform;
  29799. private _updateColor4ForEffect;
  29800. private _updateColor4ForUniform;
  29801. /**
  29802. * Sets a sampler uniform on the effect.
  29803. * @param name Define the name of the sampler.
  29804. * @param texture Define the texture to set in the sampler
  29805. */
  29806. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29807. /**
  29808. * Directly updates the value of the uniform in the cache AND on the GPU.
  29809. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29810. * @param data Define the flattened data
  29811. */
  29812. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29813. /**
  29814. * Binds this uniform buffer to an effect.
  29815. * @param effect Define the effect to bind the buffer to
  29816. * @param name Name of the uniform block in the shader.
  29817. */
  29818. bindToEffect(effect: Effect, name: string): void;
  29819. /**
  29820. * Disposes the uniform buffer.
  29821. */
  29822. dispose(): void;
  29823. }
  29824. }
  29825. declare module "babylonjs/Audio/analyser" {
  29826. import { Scene } from "babylonjs/scene";
  29827. /**
  29828. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29829. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29830. */
  29831. export class Analyser {
  29832. /**
  29833. * Gets or sets the smoothing
  29834. * @ignorenaming
  29835. */
  29836. SMOOTHING: number;
  29837. /**
  29838. * Gets or sets the FFT table size
  29839. * @ignorenaming
  29840. */
  29841. FFT_SIZE: number;
  29842. /**
  29843. * Gets or sets the bar graph amplitude
  29844. * @ignorenaming
  29845. */
  29846. BARGRAPHAMPLITUDE: number;
  29847. /**
  29848. * Gets or sets the position of the debug canvas
  29849. * @ignorenaming
  29850. */
  29851. DEBUGCANVASPOS: {
  29852. x: number;
  29853. y: number;
  29854. };
  29855. /**
  29856. * Gets or sets the debug canvas size
  29857. * @ignorenaming
  29858. */
  29859. DEBUGCANVASSIZE: {
  29860. width: number;
  29861. height: number;
  29862. };
  29863. private _byteFreqs;
  29864. private _byteTime;
  29865. private _floatFreqs;
  29866. private _webAudioAnalyser;
  29867. private _debugCanvas;
  29868. private _debugCanvasContext;
  29869. private _scene;
  29870. private _registerFunc;
  29871. private _audioEngine;
  29872. /**
  29873. * Creates a new analyser
  29874. * @param scene defines hosting scene
  29875. */
  29876. constructor(scene: Scene);
  29877. /**
  29878. * Get the number of data values you will have to play with for the visualization
  29879. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29880. * @returns a number
  29881. */
  29882. getFrequencyBinCount(): number;
  29883. /**
  29884. * Gets the current frequency data as a byte array
  29885. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29886. * @returns a Uint8Array
  29887. */
  29888. getByteFrequencyData(): Uint8Array;
  29889. /**
  29890. * Gets the current waveform as a byte array
  29891. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29892. * @returns a Uint8Array
  29893. */
  29894. getByteTimeDomainData(): Uint8Array;
  29895. /**
  29896. * Gets the current frequency data as a float array
  29897. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29898. * @returns a Float32Array
  29899. */
  29900. getFloatFrequencyData(): Float32Array;
  29901. /**
  29902. * Renders the debug canvas
  29903. */
  29904. drawDebugCanvas(): void;
  29905. /**
  29906. * Stops rendering the debug canvas and removes it
  29907. */
  29908. stopDebugCanvas(): void;
  29909. /**
  29910. * Connects two audio nodes
  29911. * @param inputAudioNode defines first node to connect
  29912. * @param outputAudioNode defines second node to connect
  29913. */
  29914. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29915. /**
  29916. * Releases all associated resources
  29917. */
  29918. dispose(): void;
  29919. }
  29920. }
  29921. declare module "babylonjs/Audio/audioEngine" {
  29922. import { IDisposable } from "babylonjs/scene";
  29923. import { Analyser } from "babylonjs/Audio/analyser";
  29924. import { Nullable } from "babylonjs/types";
  29925. import { Observable } from "babylonjs/Misc/observable";
  29926. /**
  29927. * This represents an audio engine and it is responsible
  29928. * to play, synchronize and analyse sounds throughout the application.
  29929. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29930. */
  29931. export interface IAudioEngine extends IDisposable {
  29932. /**
  29933. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29934. */
  29935. readonly canUseWebAudio: boolean;
  29936. /**
  29937. * Gets the current AudioContext if available.
  29938. */
  29939. readonly audioContext: Nullable<AudioContext>;
  29940. /**
  29941. * The master gain node defines the global audio volume of your audio engine.
  29942. */
  29943. readonly masterGain: GainNode;
  29944. /**
  29945. * Gets whether or not mp3 are supported by your browser.
  29946. */
  29947. readonly isMP3supported: boolean;
  29948. /**
  29949. * Gets whether or not ogg are supported by your browser.
  29950. */
  29951. readonly isOGGsupported: boolean;
  29952. /**
  29953. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29954. * @ignoreNaming
  29955. */
  29956. WarnedWebAudioUnsupported: boolean;
  29957. /**
  29958. * Defines if the audio engine relies on a custom unlocked button.
  29959. * In this case, the embedded button will not be displayed.
  29960. */
  29961. useCustomUnlockedButton: boolean;
  29962. /**
  29963. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29964. */
  29965. readonly unlocked: boolean;
  29966. /**
  29967. * Event raised when audio has been unlocked on the browser.
  29968. */
  29969. onAudioUnlockedObservable: Observable<AudioEngine>;
  29970. /**
  29971. * Event raised when audio has been locked on the browser.
  29972. */
  29973. onAudioLockedObservable: Observable<AudioEngine>;
  29974. /**
  29975. * Flags the audio engine in Locked state.
  29976. * This happens due to new browser policies preventing audio to autoplay.
  29977. */
  29978. lock(): void;
  29979. /**
  29980. * Unlocks the audio engine once a user action has been done on the dom.
  29981. * This is helpful to resume play once browser policies have been satisfied.
  29982. */
  29983. unlock(): void;
  29984. }
  29985. /**
  29986. * This represents the default audio engine used in babylon.
  29987. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29988. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29989. */
  29990. export class AudioEngine implements IAudioEngine {
  29991. private _audioContext;
  29992. private _audioContextInitialized;
  29993. private _muteButton;
  29994. private _hostElement;
  29995. /**
  29996. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29997. */
  29998. canUseWebAudio: boolean;
  29999. /**
  30000. * The master gain node defines the global audio volume of your audio engine.
  30001. */
  30002. masterGain: GainNode;
  30003. /**
  30004. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30005. * @ignoreNaming
  30006. */
  30007. WarnedWebAudioUnsupported: boolean;
  30008. /**
  30009. * Gets whether or not mp3 are supported by your browser.
  30010. */
  30011. isMP3supported: boolean;
  30012. /**
  30013. * Gets whether or not ogg are supported by your browser.
  30014. */
  30015. isOGGsupported: boolean;
  30016. /**
  30017. * Gets whether audio has been unlocked on the device.
  30018. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30019. * a user interaction has happened.
  30020. */
  30021. unlocked: boolean;
  30022. /**
  30023. * Defines if the audio engine relies on a custom unlocked button.
  30024. * In this case, the embedded button will not be displayed.
  30025. */
  30026. useCustomUnlockedButton: boolean;
  30027. /**
  30028. * Event raised when audio has been unlocked on the browser.
  30029. */
  30030. onAudioUnlockedObservable: Observable<AudioEngine>;
  30031. /**
  30032. * Event raised when audio has been locked on the browser.
  30033. */
  30034. onAudioLockedObservable: Observable<AudioEngine>;
  30035. /**
  30036. * Gets the current AudioContext if available.
  30037. */
  30038. readonly audioContext: Nullable<AudioContext>;
  30039. private _connectedAnalyser;
  30040. /**
  30041. * Instantiates a new audio engine.
  30042. *
  30043. * There should be only one per page as some browsers restrict the number
  30044. * of audio contexts you can create.
  30045. * @param hostElement defines the host element where to display the mute icon if necessary
  30046. */
  30047. constructor(hostElement?: Nullable<HTMLElement>);
  30048. /**
  30049. * Flags the audio engine in Locked state.
  30050. * This happens due to new browser policies preventing audio to autoplay.
  30051. */
  30052. lock(): void;
  30053. /**
  30054. * Unlocks the audio engine once a user action has been done on the dom.
  30055. * This is helpful to resume play once browser policies have been satisfied.
  30056. */
  30057. unlock(): void;
  30058. private _resumeAudioContext;
  30059. private _initializeAudioContext;
  30060. private _tryToRun;
  30061. private _triggerRunningState;
  30062. private _triggerSuspendedState;
  30063. private _displayMuteButton;
  30064. private _moveButtonToTopLeft;
  30065. private _onResize;
  30066. private _hideMuteButton;
  30067. /**
  30068. * Destroy and release the resources associated with the audio ccontext.
  30069. */
  30070. dispose(): void;
  30071. /**
  30072. * Gets the global volume sets on the master gain.
  30073. * @returns the global volume if set or -1 otherwise
  30074. */
  30075. getGlobalVolume(): number;
  30076. /**
  30077. * Sets the global volume of your experience (sets on the master gain).
  30078. * @param newVolume Defines the new global volume of the application
  30079. */
  30080. setGlobalVolume(newVolume: number): void;
  30081. /**
  30082. * Connect the audio engine to an audio analyser allowing some amazing
  30083. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30084. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30085. * @param analyser The analyser to connect to the engine
  30086. */
  30087. connectToAnalyser(analyser: Analyser): void;
  30088. }
  30089. }
  30090. declare module "babylonjs/Loading/loadingScreen" {
  30091. /**
  30092. * Interface used to present a loading screen while loading a scene
  30093. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30094. */
  30095. export interface ILoadingScreen {
  30096. /**
  30097. * Function called to display the loading screen
  30098. */
  30099. displayLoadingUI: () => void;
  30100. /**
  30101. * Function called to hide the loading screen
  30102. */
  30103. hideLoadingUI: () => void;
  30104. /**
  30105. * Gets or sets the color to use for the background
  30106. */
  30107. loadingUIBackgroundColor: string;
  30108. /**
  30109. * Gets or sets the text to display while loading
  30110. */
  30111. loadingUIText: string;
  30112. }
  30113. /**
  30114. * Class used for the default loading screen
  30115. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30116. */
  30117. export class DefaultLoadingScreen implements ILoadingScreen {
  30118. private _renderingCanvas;
  30119. private _loadingText;
  30120. private _loadingDivBackgroundColor;
  30121. private _loadingDiv;
  30122. private _loadingTextDiv;
  30123. /** Gets or sets the logo url to use for the default loading screen */
  30124. static DefaultLogoUrl: string;
  30125. /** Gets or sets the spinner url to use for the default loading screen */
  30126. static DefaultSpinnerUrl: string;
  30127. /**
  30128. * Creates a new default loading screen
  30129. * @param _renderingCanvas defines the canvas used to render the scene
  30130. * @param _loadingText defines the default text to display
  30131. * @param _loadingDivBackgroundColor defines the default background color
  30132. */
  30133. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30134. /**
  30135. * Function called to display the loading screen
  30136. */
  30137. displayLoadingUI(): void;
  30138. /**
  30139. * Function called to hide the loading screen
  30140. */
  30141. hideLoadingUI(): void;
  30142. /**
  30143. * Gets or sets the text to display while loading
  30144. */
  30145. loadingUIText: string;
  30146. /**
  30147. * Gets or sets the color to use for the background
  30148. */
  30149. loadingUIBackgroundColor: string;
  30150. private _resizeLoadingUI;
  30151. }
  30152. }
  30153. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30154. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30155. import { Engine } from "babylonjs/Engines/engine";
  30156. import { Nullable } from "babylonjs/types";
  30157. /** @hidden */
  30158. export class WebGLPipelineContext implements IPipelineContext {
  30159. engine: Engine;
  30160. program: Nullable<WebGLProgram>;
  30161. context?: WebGLRenderingContext;
  30162. vertexShader?: WebGLShader;
  30163. fragmentShader?: WebGLShader;
  30164. isParallelCompiled: boolean;
  30165. onCompiled?: () => void;
  30166. transformFeedback?: WebGLTransformFeedback | null;
  30167. readonly isAsync: boolean;
  30168. readonly isReady: boolean;
  30169. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30170. }
  30171. }
  30172. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30173. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30174. /** @hidden */
  30175. export class WebGLDataBuffer extends DataBuffer {
  30176. private _buffer;
  30177. constructor(resource: WebGLBuffer);
  30178. readonly underlyingResource: any;
  30179. }
  30180. }
  30181. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30182. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30183. /** @hidden */
  30184. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30185. attributeProcessor(attribute: string): string;
  30186. varyingProcessor(varying: string, isFragment: boolean): string;
  30187. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30188. }
  30189. }
  30190. declare module "babylonjs/Misc/perfCounter" {
  30191. /**
  30192. * This class is used to track a performance counter which is number based.
  30193. * The user has access to many properties which give statistics of different nature.
  30194. *
  30195. * The implementer can track two kinds of Performance Counter: time and count.
  30196. * 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.
  30197. * 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.
  30198. */
  30199. export class PerfCounter {
  30200. /**
  30201. * Gets or sets a global boolean to turn on and off all the counters
  30202. */
  30203. static Enabled: boolean;
  30204. /**
  30205. * Returns the smallest value ever
  30206. */
  30207. readonly min: number;
  30208. /**
  30209. * Returns the biggest value ever
  30210. */
  30211. readonly max: number;
  30212. /**
  30213. * Returns the average value since the performance counter is running
  30214. */
  30215. readonly average: number;
  30216. /**
  30217. * Returns the average value of the last second the counter was monitored
  30218. */
  30219. readonly lastSecAverage: number;
  30220. /**
  30221. * Returns the current value
  30222. */
  30223. readonly current: number;
  30224. /**
  30225. * Gets the accumulated total
  30226. */
  30227. readonly total: number;
  30228. /**
  30229. * Gets the total value count
  30230. */
  30231. readonly count: number;
  30232. /**
  30233. * Creates a new counter
  30234. */
  30235. constructor();
  30236. /**
  30237. * Call this method to start monitoring a new frame.
  30238. * 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.
  30239. */
  30240. fetchNewFrame(): void;
  30241. /**
  30242. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30243. * @param newCount the count value to add to the monitored count
  30244. * @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.
  30245. */
  30246. addCount(newCount: number, fetchResult: boolean): void;
  30247. /**
  30248. * Start monitoring this performance counter
  30249. */
  30250. beginMonitoring(): void;
  30251. /**
  30252. * Compute the time lapsed since the previous beginMonitoring() call.
  30253. * @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
  30254. */
  30255. endMonitoring(newFrame?: boolean): void;
  30256. private _fetchResult;
  30257. private _startMonitoringTime;
  30258. private _min;
  30259. private _max;
  30260. private _average;
  30261. private _current;
  30262. private _totalValueCount;
  30263. private _totalAccumulated;
  30264. private _lastSecAverage;
  30265. private _lastSecAccumulated;
  30266. private _lastSecTime;
  30267. private _lastSecValueCount;
  30268. }
  30269. }
  30270. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30271. /**
  30272. * Interface for any object that can request an animation frame
  30273. */
  30274. export interface ICustomAnimationFrameRequester {
  30275. /**
  30276. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30277. */
  30278. renderFunction?: Function;
  30279. /**
  30280. * Called to request the next frame to render to
  30281. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30282. */
  30283. requestAnimationFrame: Function;
  30284. /**
  30285. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30286. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30287. */
  30288. requestID?: number;
  30289. }
  30290. }
  30291. declare module "babylonjs/Materials/Textures/videoTexture" {
  30292. import { Observable } from "babylonjs/Misc/observable";
  30293. import { Nullable } from "babylonjs/types";
  30294. import { Scene } from "babylonjs/scene";
  30295. import { Texture } from "babylonjs/Materials/Textures/texture";
  30296. /**
  30297. * Settings for finer control over video usage
  30298. */
  30299. export interface VideoTextureSettings {
  30300. /**
  30301. * Applies `autoplay` to video, if specified
  30302. */
  30303. autoPlay?: boolean;
  30304. /**
  30305. * Applies `loop` to video, if specified
  30306. */
  30307. loop?: boolean;
  30308. /**
  30309. * Automatically updates internal texture from video at every frame in the render loop
  30310. */
  30311. autoUpdateTexture: boolean;
  30312. /**
  30313. * Image src displayed during the video loading or until the user interacts with the video.
  30314. */
  30315. poster?: string;
  30316. }
  30317. /**
  30318. * If you want to display a video in your scene, this is the special texture for that.
  30319. * This special texture works similar to other textures, with the exception of a few parameters.
  30320. * @see https://doc.babylonjs.com/how_to/video_texture
  30321. */
  30322. export class VideoTexture extends Texture {
  30323. /**
  30324. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30325. */
  30326. readonly autoUpdateTexture: boolean;
  30327. /**
  30328. * The video instance used by the texture internally
  30329. */
  30330. readonly video: HTMLVideoElement;
  30331. private _onUserActionRequestedObservable;
  30332. /**
  30333. * Event triggerd when a dom action is required by the user to play the video.
  30334. * This happens due to recent changes in browser policies preventing video to auto start.
  30335. */
  30336. readonly onUserActionRequestedObservable: Observable<Texture>;
  30337. private _generateMipMaps;
  30338. private _engine;
  30339. private _stillImageCaptured;
  30340. private _displayingPosterTexture;
  30341. private _settings;
  30342. private _createInternalTextureOnEvent;
  30343. private _frameId;
  30344. /**
  30345. * Creates a video texture.
  30346. * If you want to display a video in your scene, this is the special texture for that.
  30347. * This special texture works similar to other textures, with the exception of a few parameters.
  30348. * @see https://doc.babylonjs.com/how_to/video_texture
  30349. * @param name optional name, will detect from video source, if not defined
  30350. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30351. * @param scene is obviously the current scene.
  30352. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30353. * @param invertY is false by default but can be used to invert video on Y axis
  30354. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30355. * @param settings allows finer control over video usage
  30356. */
  30357. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30358. private _getName;
  30359. private _getVideo;
  30360. private _createInternalTexture;
  30361. private reset;
  30362. /**
  30363. * @hidden Internal method to initiate `update`.
  30364. */
  30365. _rebuild(): void;
  30366. /**
  30367. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30368. */
  30369. update(): void;
  30370. /**
  30371. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30372. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30373. */
  30374. updateTexture(isVisible: boolean): void;
  30375. protected _updateInternalTexture: () => void;
  30376. /**
  30377. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30378. * @param url New url.
  30379. */
  30380. updateURL(url: string): void;
  30381. /**
  30382. * Dispose the texture and release its associated resources.
  30383. */
  30384. dispose(): void;
  30385. /**
  30386. * Creates a video texture straight from a stream.
  30387. * @param scene Define the scene the texture should be created in
  30388. * @param stream Define the stream the texture should be created from
  30389. * @returns The created video texture as a promise
  30390. */
  30391. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30392. /**
  30393. * Creates a video texture straight from your WebCam video feed.
  30394. * @param scene Define the scene the texture should be created in
  30395. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30396. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30397. * @returns The created video texture as a promise
  30398. */
  30399. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30400. minWidth: number;
  30401. maxWidth: number;
  30402. minHeight: number;
  30403. maxHeight: number;
  30404. deviceId: string;
  30405. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30406. /**
  30407. * Creates a video texture straight from your WebCam video feed.
  30408. * @param scene Define the scene the texture should be created in
  30409. * @param onReady Define a callback to triggered once the texture will be ready
  30410. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30411. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30412. */
  30413. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30414. minWidth: number;
  30415. maxWidth: number;
  30416. minHeight: number;
  30417. maxHeight: number;
  30418. deviceId: string;
  30419. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30420. }
  30421. }
  30422. declare module "babylonjs/Engines/engine" {
  30423. import { Observable } from "babylonjs/Misc/observable";
  30424. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30425. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30426. import { Scene } from "babylonjs/scene";
  30427. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30428. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30429. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30430. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30431. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30432. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30433. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30434. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30435. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30436. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30437. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30438. import { WebRequest } from "babylonjs/Misc/webRequest";
  30439. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30440. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30441. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30442. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30443. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30444. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30445. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30446. import { Material } from "babylonjs/Materials/material";
  30447. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30448. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30449. /**
  30450. * Defines the interface used by objects containing a viewport (like a camera)
  30451. */
  30452. interface IViewportOwnerLike {
  30453. /**
  30454. * Gets or sets the viewport
  30455. */
  30456. viewport: IViewportLike;
  30457. }
  30458. /**
  30459. * Interface for attribute information associated with buffer instanciation
  30460. */
  30461. export class InstancingAttributeInfo {
  30462. /**
  30463. * Index/offset of the attribute in the vertex shader
  30464. */
  30465. index: number;
  30466. /**
  30467. * size of the attribute, 1, 2, 3 or 4
  30468. */
  30469. attributeSize: number;
  30470. /**
  30471. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30472. * default is FLOAT
  30473. */
  30474. attribyteType: number;
  30475. /**
  30476. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30477. */
  30478. normalized: boolean;
  30479. /**
  30480. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30481. */
  30482. offset: number;
  30483. /**
  30484. * Name of the GLSL attribute, for debugging purpose only
  30485. */
  30486. attributeName: string;
  30487. }
  30488. /**
  30489. * Define options used to create a depth texture
  30490. */
  30491. export class DepthTextureCreationOptions {
  30492. /** Specifies whether or not a stencil should be allocated in the texture */
  30493. generateStencil?: boolean;
  30494. /** Specifies whether or not bilinear filtering is enable on the texture */
  30495. bilinearFiltering?: boolean;
  30496. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30497. comparisonFunction?: number;
  30498. /** Specifies if the created texture is a cube texture */
  30499. isCube?: boolean;
  30500. }
  30501. /**
  30502. * Class used to describe the capabilities of the engine relatively to the current browser
  30503. */
  30504. export class EngineCapabilities {
  30505. /** Maximum textures units per fragment shader */
  30506. maxTexturesImageUnits: number;
  30507. /** Maximum texture units per vertex shader */
  30508. maxVertexTextureImageUnits: number;
  30509. /** Maximum textures units in the entire pipeline */
  30510. maxCombinedTexturesImageUnits: number;
  30511. /** Maximum texture size */
  30512. maxTextureSize: number;
  30513. /** Maximum cube texture size */
  30514. maxCubemapTextureSize: number;
  30515. /** Maximum render texture size */
  30516. maxRenderTextureSize: number;
  30517. /** Maximum number of vertex attributes */
  30518. maxVertexAttribs: number;
  30519. /** Maximum number of varyings */
  30520. maxVaryingVectors: number;
  30521. /** Maximum number of uniforms per vertex shader */
  30522. maxVertexUniformVectors: number;
  30523. /** Maximum number of uniforms per fragment shader */
  30524. maxFragmentUniformVectors: number;
  30525. /** Defines if standard derivates (dx/dy) are supported */
  30526. standardDerivatives: boolean;
  30527. /** Defines if s3tc texture compression is supported */
  30528. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30529. /** Defines if pvrtc texture compression is supported */
  30530. pvrtc: any;
  30531. /** Defines if etc1 texture compression is supported */
  30532. etc1: any;
  30533. /** Defines if etc2 texture compression is supported */
  30534. etc2: any;
  30535. /** Defines if astc texture compression is supported */
  30536. astc: any;
  30537. /** Defines if float textures are supported */
  30538. textureFloat: boolean;
  30539. /** Defines if vertex array objects are supported */
  30540. vertexArrayObject: boolean;
  30541. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30542. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30543. /** Gets the maximum level of anisotropy supported */
  30544. maxAnisotropy: number;
  30545. /** Defines if instancing is supported */
  30546. instancedArrays: boolean;
  30547. /** Defines if 32 bits indices are supported */
  30548. uintIndices: boolean;
  30549. /** Defines if high precision shaders are supported */
  30550. highPrecisionShaderSupported: boolean;
  30551. /** Defines if depth reading in the fragment shader is supported */
  30552. fragmentDepthSupported: boolean;
  30553. /** Defines if float texture linear filtering is supported*/
  30554. textureFloatLinearFiltering: boolean;
  30555. /** Defines if rendering to float textures is supported */
  30556. textureFloatRender: boolean;
  30557. /** Defines if half float textures are supported*/
  30558. textureHalfFloat: boolean;
  30559. /** Defines if half float texture linear filtering is supported*/
  30560. textureHalfFloatLinearFiltering: boolean;
  30561. /** Defines if rendering to half float textures is supported */
  30562. textureHalfFloatRender: boolean;
  30563. /** Defines if textureLOD shader command is supported */
  30564. textureLOD: boolean;
  30565. /** Defines if draw buffers extension is supported */
  30566. drawBuffersExtension: boolean;
  30567. /** Defines if depth textures are supported */
  30568. depthTextureExtension: boolean;
  30569. /** Defines if float color buffer are supported */
  30570. colorBufferFloat: boolean;
  30571. /** Gets disjoint timer query extension (null if not supported) */
  30572. timerQuery: EXT_disjoint_timer_query;
  30573. /** Defines if timestamp can be used with timer query */
  30574. canUseTimestampForTimerQuery: boolean;
  30575. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30576. multiview: any;
  30577. /** Function used to let the system compiles shaders in background */
  30578. parallelShaderCompile: {
  30579. COMPLETION_STATUS_KHR: number;
  30580. };
  30581. /** Max number of texture samples for MSAA */
  30582. maxMSAASamples: number;
  30583. }
  30584. /** Interface defining initialization parameters for Engine class */
  30585. export interface EngineOptions extends WebGLContextAttributes {
  30586. /**
  30587. * Defines if the engine should no exceed a specified device ratio
  30588. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30589. */
  30590. limitDeviceRatio?: number;
  30591. /**
  30592. * Defines if webvr should be enabled automatically
  30593. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30594. */
  30595. autoEnableWebVR?: boolean;
  30596. /**
  30597. * Defines if webgl2 should be turned off even if supported
  30598. * @see http://doc.babylonjs.com/features/webgl2
  30599. */
  30600. disableWebGL2Support?: boolean;
  30601. /**
  30602. * Defines if webaudio should be initialized as well
  30603. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30604. */
  30605. audioEngine?: boolean;
  30606. /**
  30607. * Defines if animations should run using a deterministic lock step
  30608. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30609. */
  30610. deterministicLockstep?: boolean;
  30611. /** Defines the maximum steps to use with deterministic lock step mode */
  30612. lockstepMaxSteps?: number;
  30613. /**
  30614. * Defines that engine should ignore context lost events
  30615. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30616. */
  30617. doNotHandleContextLost?: boolean;
  30618. /**
  30619. * Defines that engine should ignore modifying touch action attribute and style
  30620. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30621. */
  30622. doNotHandleTouchAction?: boolean;
  30623. /**
  30624. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30625. */
  30626. useHighPrecisionFloats?: boolean;
  30627. }
  30628. /**
  30629. * Defines the interface used by display changed events
  30630. */
  30631. export interface IDisplayChangedEventArgs {
  30632. /** Gets the vrDisplay object (if any) */
  30633. vrDisplay: Nullable<any>;
  30634. /** Gets a boolean indicating if webVR is supported */
  30635. vrSupported: boolean;
  30636. }
  30637. /**
  30638. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30639. */
  30640. export class Engine {
  30641. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30642. static ExceptionList: ({
  30643. key: string;
  30644. capture: string;
  30645. captureConstraint: number;
  30646. targets: string[];
  30647. } | {
  30648. key: string;
  30649. capture: null;
  30650. captureConstraint: null;
  30651. targets: string[];
  30652. })[];
  30653. /** Gets the list of created engines */
  30654. static readonly Instances: Engine[];
  30655. /**
  30656. * Gets the latest created engine
  30657. */
  30658. static readonly LastCreatedEngine: Nullable<Engine>;
  30659. /**
  30660. * Gets the latest created scene
  30661. */
  30662. static readonly LastCreatedScene: Nullable<Scene>;
  30663. /**
  30664. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30665. * @param flag defines which part of the materials must be marked as dirty
  30666. * @param predicate defines a predicate used to filter which materials should be affected
  30667. */
  30668. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30669. /** @hidden */
  30670. static _TextureLoaders: IInternalTextureLoader[];
  30671. /** Defines that alpha blending is disabled */
  30672. static readonly ALPHA_DISABLE: number;
  30673. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30674. static readonly ALPHA_ADD: number;
  30675. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30676. static readonly ALPHA_COMBINE: number;
  30677. /** Defines that alpha blending to DEST - SRC * DEST */
  30678. static readonly ALPHA_SUBTRACT: number;
  30679. /** Defines that alpha blending to SRC * DEST */
  30680. static readonly ALPHA_MULTIPLY: number;
  30681. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30682. static readonly ALPHA_MAXIMIZED: number;
  30683. /** Defines that alpha blending to SRC + DEST */
  30684. static readonly ALPHA_ONEONE: number;
  30685. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30686. static readonly ALPHA_PREMULTIPLIED: number;
  30687. /**
  30688. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30689. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30690. */
  30691. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30692. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30693. static readonly ALPHA_INTERPOLATE: number;
  30694. /**
  30695. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30696. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30697. */
  30698. static readonly ALPHA_SCREENMODE: number;
  30699. /** Defines that the ressource is not delayed*/
  30700. static readonly DELAYLOADSTATE_NONE: number;
  30701. /** Defines that the ressource was successfully delay loaded */
  30702. static readonly DELAYLOADSTATE_LOADED: number;
  30703. /** Defines that the ressource is currently delay loading */
  30704. static readonly DELAYLOADSTATE_LOADING: number;
  30705. /** Defines that the ressource is delayed and has not started loading */
  30706. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30707. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30708. static readonly NEVER: number;
  30709. /** 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 */
  30710. static readonly ALWAYS: number;
  30711. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30712. static readonly LESS: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30714. static readonly EQUAL: number;
  30715. /** 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 */
  30716. static readonly LEQUAL: number;
  30717. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30718. static readonly GREATER: number;
  30719. /** 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 */
  30720. static readonly GEQUAL: number;
  30721. /** 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 */
  30722. static readonly NOTEQUAL: number;
  30723. /** Passed to stencilOperation to specify that stencil value must be kept */
  30724. static readonly KEEP: number;
  30725. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30726. static readonly REPLACE: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30728. static readonly INCR: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30730. static readonly DECR: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30732. static readonly INVERT: number;
  30733. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30734. static readonly INCR_WRAP: number;
  30735. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30736. static readonly DECR_WRAP: number;
  30737. /** Texture is not repeating outside of 0..1 UVs */
  30738. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30739. /** Texture is repeating outside of 0..1 UVs */
  30740. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30741. /** Texture is repeating and mirrored */
  30742. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30743. /** ALPHA */
  30744. static readonly TEXTUREFORMAT_ALPHA: number;
  30745. /** LUMINANCE */
  30746. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30747. /** LUMINANCE_ALPHA */
  30748. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30749. /** RGB */
  30750. static readonly TEXTUREFORMAT_RGB: number;
  30751. /** RGBA */
  30752. static readonly TEXTUREFORMAT_RGBA: number;
  30753. /** RED */
  30754. static readonly TEXTUREFORMAT_RED: number;
  30755. /** RED (2nd reference) */
  30756. static readonly TEXTUREFORMAT_R: number;
  30757. /** RG */
  30758. static readonly TEXTUREFORMAT_RG: number;
  30759. /** RED_INTEGER */
  30760. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30761. /** RED_INTEGER (2nd reference) */
  30762. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30763. /** RG_INTEGER */
  30764. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30765. /** RGB_INTEGER */
  30766. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30767. /** RGBA_INTEGER */
  30768. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30769. /** UNSIGNED_BYTE */
  30770. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30771. /** UNSIGNED_BYTE (2nd reference) */
  30772. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30773. /** FLOAT */
  30774. static readonly TEXTURETYPE_FLOAT: number;
  30775. /** HALF_FLOAT */
  30776. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30777. /** BYTE */
  30778. static readonly TEXTURETYPE_BYTE: number;
  30779. /** SHORT */
  30780. static readonly TEXTURETYPE_SHORT: number;
  30781. /** UNSIGNED_SHORT */
  30782. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30783. /** INT */
  30784. static readonly TEXTURETYPE_INT: number;
  30785. /** UNSIGNED_INT */
  30786. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30787. /** UNSIGNED_SHORT_4_4_4_4 */
  30788. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30789. /** UNSIGNED_SHORT_5_5_5_1 */
  30790. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30791. /** UNSIGNED_SHORT_5_6_5 */
  30792. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30793. /** UNSIGNED_INT_2_10_10_10_REV */
  30794. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30795. /** UNSIGNED_INT_24_8 */
  30796. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30797. /** UNSIGNED_INT_10F_11F_11F_REV */
  30798. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30799. /** UNSIGNED_INT_5_9_9_9_REV */
  30800. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30801. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30802. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30803. /** nearest is mag = nearest and min = nearest and mip = linear */
  30804. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30805. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30806. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30807. /** Trilinear is mag = linear and min = linear and mip = linear */
  30808. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30809. /** nearest is mag = nearest and min = nearest and mip = linear */
  30810. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30811. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30812. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30813. /** Trilinear is mag = linear and min = linear and mip = linear */
  30814. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30815. /** mag = nearest and min = nearest and mip = nearest */
  30816. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30817. /** mag = nearest and min = linear and mip = nearest */
  30818. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30819. /** mag = nearest and min = linear and mip = linear */
  30820. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30821. /** mag = nearest and min = linear and mip = none */
  30822. static readonly TEXTURE_NEAREST_LINEAR: number;
  30823. /** mag = nearest and min = nearest and mip = none */
  30824. static readonly TEXTURE_NEAREST_NEAREST: number;
  30825. /** mag = linear and min = nearest and mip = nearest */
  30826. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30827. /** mag = linear and min = nearest and mip = linear */
  30828. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30829. /** mag = linear and min = linear and mip = none */
  30830. static readonly TEXTURE_LINEAR_LINEAR: number;
  30831. /** mag = linear and min = nearest and mip = none */
  30832. static readonly TEXTURE_LINEAR_NEAREST: number;
  30833. /** Explicit coordinates mode */
  30834. static readonly TEXTURE_EXPLICIT_MODE: number;
  30835. /** Spherical coordinates mode */
  30836. static readonly TEXTURE_SPHERICAL_MODE: number;
  30837. /** Planar coordinates mode */
  30838. static readonly TEXTURE_PLANAR_MODE: number;
  30839. /** Cubic coordinates mode */
  30840. static readonly TEXTURE_CUBIC_MODE: number;
  30841. /** Projection coordinates mode */
  30842. static readonly TEXTURE_PROJECTION_MODE: number;
  30843. /** Skybox coordinates mode */
  30844. static readonly TEXTURE_SKYBOX_MODE: number;
  30845. /** Inverse Cubic coordinates mode */
  30846. static readonly TEXTURE_INVCUBIC_MODE: number;
  30847. /** Equirectangular coordinates mode */
  30848. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30849. /** Equirectangular Fixed coordinates mode */
  30850. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30851. /** Equirectangular Fixed Mirrored coordinates mode */
  30852. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30853. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30854. static readonly SCALEMODE_FLOOR: number;
  30855. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30856. static readonly SCALEMODE_NEAREST: number;
  30857. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30858. static readonly SCALEMODE_CEILING: number;
  30859. /**
  30860. * Returns the current npm package of the sdk
  30861. */
  30862. static readonly NpmPackage: string;
  30863. /**
  30864. * Returns the current version of the framework
  30865. */
  30866. static readonly Version: string;
  30867. /**
  30868. * Returns a string describing the current engine
  30869. */
  30870. readonly description: string;
  30871. /**
  30872. * Gets or sets the epsilon value used by collision engine
  30873. */
  30874. static CollisionsEpsilon: number;
  30875. /**
  30876. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30877. */
  30878. static ShadersRepository: string;
  30879. /**
  30880. * Method called to create the default loading screen.
  30881. * This can be overriden in your own app.
  30882. * @param canvas The rendering canvas element
  30883. * @returns The loading screen
  30884. */
  30885. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30886. /**
  30887. * Method called to create the default rescale post process on each engine.
  30888. */
  30889. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30890. /** @hidden */
  30891. _shaderProcessor: IShaderProcessor;
  30892. /**
  30893. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30894. */
  30895. forcePOTTextures: boolean;
  30896. /**
  30897. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30898. */
  30899. isFullscreen: boolean;
  30900. /**
  30901. * Gets a boolean indicating if the pointer is currently locked
  30902. */
  30903. isPointerLock: boolean;
  30904. /**
  30905. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30906. */
  30907. cullBackFaces: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30910. */
  30911. renderEvenInBackground: boolean;
  30912. /**
  30913. * Gets or sets a boolean indicating that cache can be kept between frames
  30914. */
  30915. preventCacheWipeBetweenFrames: boolean;
  30916. /**
  30917. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30918. **/
  30919. enableOfflineSupport: boolean;
  30920. /**
  30921. * 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)
  30922. **/
  30923. disableManifestCheck: boolean;
  30924. /**
  30925. * Gets the list of created scenes
  30926. */
  30927. scenes: Scene[];
  30928. /**
  30929. * Event raised when a new scene is created
  30930. */
  30931. onNewSceneAddedObservable: Observable<Scene>;
  30932. /**
  30933. * Gets the list of created postprocesses
  30934. */
  30935. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30936. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30937. validateShaderPrograms: boolean;
  30938. /**
  30939. * Observable event triggered each time the rendering canvas is resized
  30940. */
  30941. onResizeObservable: Observable<Engine>;
  30942. /**
  30943. * Observable event triggered each time the canvas loses focus
  30944. */
  30945. onCanvasBlurObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas gains focus
  30948. */
  30949. onCanvasFocusObservable: Observable<Engine>;
  30950. /**
  30951. * Observable event triggered each time the canvas receives pointerout event
  30952. */
  30953. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30954. /**
  30955. * Observable event triggered before each texture is initialized
  30956. */
  30957. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30958. /**
  30959. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30960. */
  30961. disableUniformBuffers: boolean;
  30962. /** @hidden */
  30963. _uniformBuffers: UniformBuffer[];
  30964. /**
  30965. * Gets a boolean indicating that the engine supports uniform buffers
  30966. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30967. */
  30968. readonly supportsUniformBuffers: boolean;
  30969. /**
  30970. * Observable raised when the engine begins a new frame
  30971. */
  30972. onBeginFrameObservable: Observable<Engine>;
  30973. /**
  30974. * If set, will be used to request the next animation frame for the render loop
  30975. */
  30976. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30977. /**
  30978. * Observable raised when the engine ends the current frame
  30979. */
  30980. onEndFrameObservable: Observable<Engine>;
  30981. /**
  30982. * Observable raised when the engine is about to compile a shader
  30983. */
  30984. onBeforeShaderCompilationObservable: Observable<Engine>;
  30985. /**
  30986. * Observable raised when the engine has jsut compiled a shader
  30987. */
  30988. onAfterShaderCompilationObservable: Observable<Engine>;
  30989. /** @hidden */
  30990. _gl: WebGLRenderingContext;
  30991. private _renderingCanvas;
  30992. private _windowIsBackground;
  30993. protected _webGLVersion: number;
  30994. protected _highPrecisionShadersAllowed: boolean;
  30995. /** @hidden */
  30996. readonly _shouldUseHighPrecisionShader: boolean;
  30997. /**
  30998. * Gets a boolean indicating that only power of 2 textures are supported
  30999. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  31000. */
  31001. readonly needPOTTextures: boolean;
  31002. /** @hidden */
  31003. _badOS: boolean;
  31004. /** @hidden */
  31005. _badDesktopOS: boolean;
  31006. /**
  31007. * Gets the audio engine
  31008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31009. * @ignorenaming
  31010. */
  31011. static audioEngine: IAudioEngine;
  31012. /**
  31013. * Default AudioEngine factory responsible of creating the Audio Engine.
  31014. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31015. */
  31016. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31017. /**
  31018. * Default offline support factory responsible of creating a tool used to store data locally.
  31019. * By default, this will create a Database object if the workload has been embedded.
  31020. */
  31021. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31022. private _onFocus;
  31023. private _onBlur;
  31024. private _onCanvasPointerOut;
  31025. private _onCanvasBlur;
  31026. private _onCanvasFocus;
  31027. private _onFullscreenChange;
  31028. private _onPointerLockChange;
  31029. private _hardwareScalingLevel;
  31030. /** @hidden */
  31031. _caps: EngineCapabilities;
  31032. private _pointerLockRequested;
  31033. private _isStencilEnable;
  31034. protected _colorWrite: boolean;
  31035. private _loadingScreen;
  31036. /** @hidden */
  31037. _drawCalls: PerfCounter;
  31038. private _glVersion;
  31039. private _glRenderer;
  31040. private _glVendor;
  31041. private _videoTextureSupported;
  31042. private _renderingQueueLaunched;
  31043. private _activeRenderLoops;
  31044. private _deterministicLockstep;
  31045. private _lockstepMaxSteps;
  31046. /**
  31047. * Observable signaled when a context lost event is raised
  31048. */
  31049. onContextLostObservable: Observable<Engine>;
  31050. /**
  31051. * Observable signaled when a context restored event is raised
  31052. */
  31053. onContextRestoredObservable: Observable<Engine>;
  31054. private _onContextLost;
  31055. private _onContextRestored;
  31056. private _contextWasLost;
  31057. /** @hidden */
  31058. _doNotHandleContextLost: boolean;
  31059. /**
  31060. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31061. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31062. */
  31063. doNotHandleContextLost: boolean;
  31064. private _performanceMonitor;
  31065. private _fps;
  31066. private _deltaTime;
  31067. /**
  31068. * Turn this value on if you want to pause FPS computation when in background
  31069. */
  31070. disablePerformanceMonitorInBackground: boolean;
  31071. /**
  31072. * Gets the performance monitor attached to this engine
  31073. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31074. */
  31075. readonly performanceMonitor: PerformanceMonitor;
  31076. /**
  31077. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31078. */
  31079. disableVertexArrayObjects: boolean;
  31080. /** @hidden */
  31081. protected _depthCullingState: _DepthCullingState;
  31082. /** @hidden */
  31083. protected _stencilState: _StencilState;
  31084. /** @hidden */
  31085. protected _alphaState: _AlphaState;
  31086. /** @hidden */
  31087. protected _alphaMode: number;
  31088. /** @hidden */
  31089. _internalTexturesCache: InternalTexture[];
  31090. /** @hidden */
  31091. protected _activeChannel: number;
  31092. private _currentTextureChannel;
  31093. /** @hidden */
  31094. protected _boundTexturesCache: {
  31095. [key: string]: Nullable<InternalTexture>;
  31096. };
  31097. /** @hidden */
  31098. protected _currentEffect: Nullable<Effect>;
  31099. /** @hidden */
  31100. protected _currentProgram: Nullable<WebGLProgram>;
  31101. private _compiledEffects;
  31102. private _vertexAttribArraysEnabled;
  31103. /** @hidden */
  31104. protected _cachedViewport: Nullable<IViewportLike>;
  31105. private _cachedVertexArrayObject;
  31106. /** @hidden */
  31107. protected _cachedVertexBuffers: any;
  31108. /** @hidden */
  31109. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31110. /** @hidden */
  31111. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31112. /** @hidden */
  31113. _currentRenderTarget: Nullable<InternalTexture>;
  31114. private _uintIndicesCurrentlySet;
  31115. private _currentBoundBuffer;
  31116. /** @hidden */
  31117. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31118. private _currentBufferPointers;
  31119. private _currentInstanceLocations;
  31120. private _currentInstanceBuffers;
  31121. private _textureUnits;
  31122. /** @hidden */
  31123. _workingCanvas: Nullable<HTMLCanvasElement>;
  31124. /** @hidden */
  31125. _workingContext: Nullable<CanvasRenderingContext2D>;
  31126. private _rescalePostProcess;
  31127. private _dummyFramebuffer;
  31128. private _externalData;
  31129. /** @hidden */
  31130. _bindedRenderFunction: any;
  31131. private _vaoRecordInProgress;
  31132. private _mustWipeVertexAttributes;
  31133. private _emptyTexture;
  31134. private _emptyCubeTexture;
  31135. private _emptyTexture3D;
  31136. /** @hidden */
  31137. _frameHandler: number;
  31138. private _nextFreeTextureSlots;
  31139. private _maxSimultaneousTextures;
  31140. private _activeRequests;
  31141. private _texturesSupported;
  31142. /** @hidden */
  31143. _textureFormatInUse: Nullable<string>;
  31144. /**
  31145. * Gets the list of texture formats supported
  31146. */
  31147. readonly texturesSupported: Array<string>;
  31148. /**
  31149. * Gets the list of texture formats in use
  31150. */
  31151. readonly textureFormatInUse: Nullable<string>;
  31152. /**
  31153. * Gets the current viewport
  31154. */
  31155. readonly currentViewport: Nullable<IViewportLike>;
  31156. /**
  31157. * Gets the default empty texture
  31158. */
  31159. readonly emptyTexture: InternalTexture;
  31160. /**
  31161. * Gets the default empty 3D texture
  31162. */
  31163. readonly emptyTexture3D: InternalTexture;
  31164. /**
  31165. * Gets the default empty cube texture
  31166. */
  31167. readonly emptyCubeTexture: InternalTexture;
  31168. /**
  31169. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31170. */
  31171. readonly premultipliedAlpha: boolean;
  31172. /**
  31173. * Creates a new engine
  31174. * @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
  31175. * @param antialias defines enable antialiasing (default: false)
  31176. * @param options defines further options to be sent to the getContext() function
  31177. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31178. */
  31179. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31180. /**
  31181. * Initializes a webVR display and starts listening to display change events
  31182. * The onVRDisplayChangedObservable will be notified upon these changes
  31183. * @returns The onVRDisplayChangedObservable
  31184. */
  31185. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31186. /** @hidden */
  31187. _prepareVRComponent(): void;
  31188. /** @hidden */
  31189. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31190. /** @hidden */
  31191. _submitVRFrame(): void;
  31192. /**
  31193. * Call this function to leave webVR mode
  31194. * Will do nothing if webVR is not supported or if there is no webVR device
  31195. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31196. */
  31197. disableVR(): void;
  31198. /**
  31199. * Gets a boolean indicating that the system is in VR mode and is presenting
  31200. * @returns true if VR mode is engaged
  31201. */
  31202. isVRPresenting(): boolean;
  31203. /** @hidden */
  31204. _requestVRFrame(): void;
  31205. private _disableTouchAction;
  31206. private _rebuildInternalTextures;
  31207. private _rebuildEffects;
  31208. /**
  31209. * Gets a boolean indicating if all created effects are ready
  31210. * @returns true if all effects are ready
  31211. */
  31212. areAllEffectsReady(): boolean;
  31213. private _rebuildBuffers;
  31214. private _initGLContext;
  31215. /**
  31216. * Gets version of the current webGL context
  31217. */
  31218. readonly webGLVersion: number;
  31219. /**
  31220. * Gets a string idenfifying the name of the class
  31221. * @returns "Engine" string
  31222. */
  31223. getClassName(): string;
  31224. /**
  31225. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31226. */
  31227. readonly isStencilEnable: boolean;
  31228. /** @hidden */
  31229. _prepareWorkingCanvas(): void;
  31230. /**
  31231. * Reset the texture cache to empty state
  31232. */
  31233. resetTextureCache(): void;
  31234. /**
  31235. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31236. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31237. * @returns true if engine is in deterministic lock step mode
  31238. */
  31239. isDeterministicLockStep(): boolean;
  31240. /**
  31241. * Gets the max steps when engine is running in deterministic lock step
  31242. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31243. * @returns the max steps
  31244. */
  31245. getLockstepMaxSteps(): number;
  31246. /**
  31247. * Gets an object containing information about the current webGL context
  31248. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31249. */
  31250. getGlInfo(): {
  31251. vendor: string;
  31252. renderer: string;
  31253. version: string;
  31254. };
  31255. /**
  31256. * Gets current aspect ratio
  31257. * @param viewportOwner defines the camera to use to get the aspect ratio
  31258. * @param useScreen defines if screen size must be used (or the current render target if any)
  31259. * @returns a number defining the aspect ratio
  31260. */
  31261. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31262. /**
  31263. * Gets current screen aspect ratio
  31264. * @returns a number defining the aspect ratio
  31265. */
  31266. getScreenAspectRatio(): number;
  31267. /**
  31268. * Gets the current render width
  31269. * @param useScreen defines if screen size must be used (or the current render target if any)
  31270. * @returns a number defining the current render width
  31271. */
  31272. getRenderWidth(useScreen?: boolean): number;
  31273. /**
  31274. * Gets the current render height
  31275. * @param useScreen defines if screen size must be used (or the current render target if any)
  31276. * @returns a number defining the current render height
  31277. */
  31278. getRenderHeight(useScreen?: boolean): number;
  31279. /**
  31280. * Gets the HTML canvas attached with the current webGL context
  31281. * @returns a HTML canvas
  31282. */
  31283. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31284. /**
  31285. * Gets host window
  31286. * @returns the host window object
  31287. */
  31288. getHostWindow(): Window;
  31289. /**
  31290. * Gets host document
  31291. * @returns the host document object
  31292. */
  31293. getHostDocument(): Document;
  31294. /**
  31295. * Gets the client rect of the HTML canvas attached with the current webGL context
  31296. * @returns a client rectanglee
  31297. */
  31298. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31299. /**
  31300. * Defines the hardware scaling level.
  31301. * By default the hardware scaling level is computed from the window device ratio.
  31302. * 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.
  31303. * @param level defines the level to use
  31304. */
  31305. setHardwareScalingLevel(level: number): void;
  31306. /**
  31307. * Gets the current hardware scaling level.
  31308. * By default the hardware scaling level is computed from the window device ratio.
  31309. * 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.
  31310. * @returns a number indicating the current hardware scaling level
  31311. */
  31312. getHardwareScalingLevel(): number;
  31313. /**
  31314. * Gets the list of loaded textures
  31315. * @returns an array containing all loaded textures
  31316. */
  31317. getLoadedTexturesCache(): InternalTexture[];
  31318. /**
  31319. * Gets the object containing all engine capabilities
  31320. * @returns the EngineCapabilities object
  31321. */
  31322. getCaps(): EngineCapabilities;
  31323. /**
  31324. * Gets the current depth function
  31325. * @returns a number defining the depth function
  31326. */
  31327. getDepthFunction(): Nullable<number>;
  31328. /**
  31329. * Sets the current depth function
  31330. * @param depthFunc defines the function to use
  31331. */
  31332. setDepthFunction(depthFunc: number): void;
  31333. /**
  31334. * Sets the current depth function to GREATER
  31335. */
  31336. setDepthFunctionToGreater(): void;
  31337. /**
  31338. * Sets the current depth function to GEQUAL
  31339. */
  31340. setDepthFunctionToGreaterOrEqual(): void;
  31341. /**
  31342. * Sets the current depth function to LESS
  31343. */
  31344. setDepthFunctionToLess(): void;
  31345. private _cachedStencilBuffer;
  31346. private _cachedStencilFunction;
  31347. private _cachedStencilMask;
  31348. private _cachedStencilOperationPass;
  31349. private _cachedStencilOperationFail;
  31350. private _cachedStencilOperationDepthFail;
  31351. private _cachedStencilReference;
  31352. /**
  31353. * Caches the the state of the stencil buffer
  31354. */
  31355. cacheStencilState(): void;
  31356. /**
  31357. * Restores the state of the stencil buffer
  31358. */
  31359. restoreStencilState(): void;
  31360. /**
  31361. * Sets the current depth function to LEQUAL
  31362. */
  31363. setDepthFunctionToLessOrEqual(): void;
  31364. /**
  31365. * Gets a boolean indicating if stencil buffer is enabled
  31366. * @returns the current stencil buffer state
  31367. */
  31368. getStencilBuffer(): boolean;
  31369. /**
  31370. * Enable or disable the stencil buffer
  31371. * @param enable defines if the stencil buffer must be enabled or disabled
  31372. */
  31373. setStencilBuffer(enable: boolean): void;
  31374. /**
  31375. * Gets the current stencil mask
  31376. * @returns a number defining the new stencil mask to use
  31377. */
  31378. getStencilMask(): number;
  31379. /**
  31380. * Sets the current stencil mask
  31381. * @param mask defines the new stencil mask to use
  31382. */
  31383. setStencilMask(mask: number): void;
  31384. /**
  31385. * Gets the current stencil function
  31386. * @returns a number defining the stencil function to use
  31387. */
  31388. getStencilFunction(): number;
  31389. /**
  31390. * Gets the current stencil reference value
  31391. * @returns a number defining the stencil reference value to use
  31392. */
  31393. getStencilFunctionReference(): number;
  31394. /**
  31395. * Gets the current stencil mask
  31396. * @returns a number defining the stencil mask to use
  31397. */
  31398. getStencilFunctionMask(): number;
  31399. /**
  31400. * Sets the current stencil function
  31401. * @param stencilFunc defines the new stencil function to use
  31402. */
  31403. setStencilFunction(stencilFunc: number): void;
  31404. /**
  31405. * Sets the current stencil reference
  31406. * @param reference defines the new stencil reference to use
  31407. */
  31408. setStencilFunctionReference(reference: number): void;
  31409. /**
  31410. * Sets the current stencil mask
  31411. * @param mask defines the new stencil mask to use
  31412. */
  31413. setStencilFunctionMask(mask: number): void;
  31414. /**
  31415. * Gets the current stencil operation when stencil fails
  31416. * @returns a number defining stencil operation to use when stencil fails
  31417. */
  31418. getStencilOperationFail(): number;
  31419. /**
  31420. * Gets the current stencil operation when depth fails
  31421. * @returns a number defining stencil operation to use when depth fails
  31422. */
  31423. getStencilOperationDepthFail(): number;
  31424. /**
  31425. * Gets the current stencil operation when stencil passes
  31426. * @returns a number defining stencil operation to use when stencil passes
  31427. */
  31428. getStencilOperationPass(): number;
  31429. /**
  31430. * Sets the stencil operation to use when stencil fails
  31431. * @param operation defines the stencil operation to use when stencil fails
  31432. */
  31433. setStencilOperationFail(operation: number): void;
  31434. /**
  31435. * Sets the stencil operation to use when depth fails
  31436. * @param operation defines the stencil operation to use when depth fails
  31437. */
  31438. setStencilOperationDepthFail(operation: number): void;
  31439. /**
  31440. * Sets the stencil operation to use when stencil passes
  31441. * @param operation defines the stencil operation to use when stencil passes
  31442. */
  31443. setStencilOperationPass(operation: number): void;
  31444. /**
  31445. * Sets a boolean indicating if the dithering state is enabled or disabled
  31446. * @param value defines the dithering state
  31447. */
  31448. setDitheringState(value: boolean): void;
  31449. /**
  31450. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31451. * @param value defines the rasterizer state
  31452. */
  31453. setRasterizerState(value: boolean): void;
  31454. /**
  31455. * stop executing a render loop function and remove it from the execution array
  31456. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31457. */
  31458. stopRenderLoop(renderFunction?: () => void): void;
  31459. /** @hidden */
  31460. _renderLoop(): void;
  31461. /**
  31462. * Can be used to override the current requestAnimationFrame requester.
  31463. * @hidden
  31464. */
  31465. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31466. /**
  31467. * Register and execute a render loop. The engine can have more than one render function
  31468. * @param renderFunction defines the function to continuously execute
  31469. */
  31470. runRenderLoop(renderFunction: () => void): void;
  31471. /**
  31472. * Toggle full screen mode
  31473. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31474. */
  31475. switchFullscreen(requestPointerLock: boolean): void;
  31476. /**
  31477. * Enters full screen mode
  31478. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31479. */
  31480. enterFullscreen(requestPointerLock: boolean): void;
  31481. /**
  31482. * Exits full screen mode
  31483. */
  31484. exitFullscreen(): void;
  31485. /**
  31486. * Enters Pointerlock mode
  31487. */
  31488. enterPointerlock(): void;
  31489. /**
  31490. * Exits Pointerlock mode
  31491. */
  31492. exitPointerlock(): void;
  31493. /**
  31494. * Clear the current render buffer or the current render target (if any is set up)
  31495. * @param color defines the color to use
  31496. * @param backBuffer defines if the back buffer must be cleared
  31497. * @param depth defines if the depth buffer must be cleared
  31498. * @param stencil defines if the stencil buffer must be cleared
  31499. */
  31500. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31501. /**
  31502. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31503. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31504. * @param y defines the y-coordinate of the corner of the clear rectangle
  31505. * @param width defines the width of the clear rectangle
  31506. * @param height defines the height of the clear rectangle
  31507. * @param clearColor defines the clear color
  31508. */
  31509. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31510. /**
  31511. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31512. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31513. * @param y defines the y-coordinate of the corner of the clear rectangle
  31514. * @param width defines the width of the clear rectangle
  31515. * @param height defines the height of the clear rectangle
  31516. */
  31517. enableScissor(x: number, y: number, width: number, height: number): void;
  31518. /**
  31519. * Disable previously set scissor test rectangle
  31520. */
  31521. disableScissor(): void;
  31522. private _viewportCached;
  31523. /** @hidden */
  31524. _viewport(x: number, y: number, width: number, height: number): void;
  31525. /**
  31526. * Set the WebGL's viewport
  31527. * @param viewport defines the viewport element to be used
  31528. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31529. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31530. */
  31531. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31532. /**
  31533. * Directly set the WebGL Viewport
  31534. * @param x defines the x coordinate of the viewport (in screen space)
  31535. * @param y defines the y coordinate of the viewport (in screen space)
  31536. * @param width defines the width of the viewport (in screen space)
  31537. * @param height defines the height of the viewport (in screen space)
  31538. * @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
  31539. */
  31540. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31541. /**
  31542. * Begin a new frame
  31543. */
  31544. beginFrame(): void;
  31545. /**
  31546. * Enf the current frame
  31547. */
  31548. endFrame(): void;
  31549. /**
  31550. * Resize the view according to the canvas' size
  31551. */
  31552. resize(): void;
  31553. /**
  31554. * Force a specific size of the canvas
  31555. * @param width defines the new canvas' width
  31556. * @param height defines the new canvas' height
  31557. */
  31558. setSize(width: number, height: number): void;
  31559. /**
  31560. * Binds the frame buffer to the specified texture.
  31561. * @param texture The texture to render to or null for the default canvas
  31562. * @param faceIndex The face of the texture to render to in case of cube texture
  31563. * @param requiredWidth The width of the target to render to
  31564. * @param requiredHeight The height of the target to render to
  31565. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31566. * @param depthStencilTexture The depth stencil texture to use to render
  31567. * @param lodLevel defines le lod level to bind to the frame buffer
  31568. */
  31569. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31570. /** @hidden */
  31571. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31572. /**
  31573. * Unbind the current render target texture from the webGL context
  31574. * @param texture defines the render target texture to unbind
  31575. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31576. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31577. */
  31578. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31579. /**
  31580. * Force the mipmap generation for the given render target texture
  31581. * @param texture defines the render target texture to use
  31582. */
  31583. generateMipMapsForCubemap(texture: InternalTexture): void;
  31584. /**
  31585. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31586. */
  31587. flushFramebuffer(): void;
  31588. /**
  31589. * Unbind the current render target and bind the default framebuffer
  31590. */
  31591. restoreDefaultFramebuffer(): void;
  31592. /**
  31593. * Create an uniform buffer
  31594. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31595. * @param elements defines the content of the uniform buffer
  31596. * @returns the webGL uniform buffer
  31597. */
  31598. createUniformBuffer(elements: FloatArray): DataBuffer;
  31599. /**
  31600. * Create a dynamic uniform buffer
  31601. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31602. * @param elements defines the content of the uniform buffer
  31603. * @returns the webGL uniform buffer
  31604. */
  31605. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31606. /**
  31607. * Update an existing uniform buffer
  31608. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31609. * @param uniformBuffer defines the target uniform buffer
  31610. * @param elements defines the content to update
  31611. * @param offset defines the offset in the uniform buffer where update should start
  31612. * @param count defines the size of the data to update
  31613. */
  31614. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31615. private _resetVertexBufferBinding;
  31616. /**
  31617. * Creates a vertex buffer
  31618. * @param data the data for the vertex buffer
  31619. * @returns the new WebGL static buffer
  31620. */
  31621. createVertexBuffer(data: DataArray): DataBuffer;
  31622. /**
  31623. * Creates a dynamic vertex buffer
  31624. * @param data the data for the dynamic vertex buffer
  31625. * @returns the new WebGL dynamic buffer
  31626. */
  31627. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31628. /**
  31629. * Update a dynamic index buffer
  31630. * @param indexBuffer defines the target index buffer
  31631. * @param indices defines the data to update
  31632. * @param offset defines the offset in the target index buffer where update should start
  31633. */
  31634. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31635. /**
  31636. * Updates a dynamic vertex buffer.
  31637. * @param vertexBuffer the vertex buffer to update
  31638. * @param data the data used to update the vertex buffer
  31639. * @param byteOffset the byte offset of the data
  31640. * @param byteLength the byte length of the data
  31641. */
  31642. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31643. private _resetIndexBufferBinding;
  31644. /**
  31645. * Creates a new index buffer
  31646. * @param indices defines the content of the index buffer
  31647. * @param updatable defines if the index buffer must be updatable
  31648. * @returns a new webGL buffer
  31649. */
  31650. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31651. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31652. /**
  31653. * Bind a webGL buffer to the webGL context
  31654. * @param buffer defines the buffer to bind
  31655. */
  31656. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31657. /**
  31658. * Bind an uniform buffer to the current webGL context
  31659. * @param buffer defines the buffer to bind
  31660. */
  31661. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31662. /**
  31663. * Bind a buffer to the current webGL context at a given location
  31664. * @param buffer defines the buffer to bind
  31665. * @param location defines the index where to bind the buffer
  31666. */
  31667. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31668. /**
  31669. * Bind a specific block at a given index in a specific shader program
  31670. * @param pipelineContext defines the pipeline context to use
  31671. * @param blockName defines the block name
  31672. * @param index defines the index where to bind the block
  31673. */
  31674. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31675. private bindIndexBuffer;
  31676. private bindBuffer;
  31677. /**
  31678. * update the bound buffer with the given data
  31679. * @param data defines the data to update
  31680. */
  31681. updateArrayBuffer(data: Float32Array): void;
  31682. private _vertexAttribPointer;
  31683. private _bindIndexBufferWithCache;
  31684. private _bindVertexBuffersAttributes;
  31685. /**
  31686. * Records a vertex array object
  31687. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31688. * @param vertexBuffers defines the list of vertex buffers to store
  31689. * @param indexBuffer defines the index buffer to store
  31690. * @param effect defines the effect to store
  31691. * @returns the new vertex array object
  31692. */
  31693. recordVertexArrayObject(vertexBuffers: {
  31694. [key: string]: VertexBuffer;
  31695. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31696. /**
  31697. * Bind a specific vertex array object
  31698. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31699. * @param vertexArrayObject defines the vertex array object to bind
  31700. * @param indexBuffer defines the index buffer to bind
  31701. */
  31702. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31703. /**
  31704. * Bind webGl buffers directly to the webGL context
  31705. * @param vertexBuffer defines the vertex buffer to bind
  31706. * @param indexBuffer defines the index buffer to bind
  31707. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31708. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31709. * @param effect defines the effect associated with the vertex buffer
  31710. */
  31711. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31712. private _unbindVertexArrayObject;
  31713. /**
  31714. * Bind a list of vertex buffers to the webGL context
  31715. * @param vertexBuffers defines the list of vertex buffers to bind
  31716. * @param indexBuffer defines the index buffer to bind
  31717. * @param effect defines the effect associated with the vertex buffers
  31718. */
  31719. bindBuffers(vertexBuffers: {
  31720. [key: string]: Nullable<VertexBuffer>;
  31721. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31722. /**
  31723. * Unbind all instance attributes
  31724. */
  31725. unbindInstanceAttributes(): void;
  31726. /**
  31727. * Release and free the memory of a vertex array object
  31728. * @param vao defines the vertex array object to delete
  31729. */
  31730. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31731. /** @hidden */
  31732. _releaseBuffer(buffer: DataBuffer): boolean;
  31733. protected _deleteBuffer(buffer: DataBuffer): void;
  31734. /**
  31735. * Creates a webGL buffer to use with instanciation
  31736. * @param capacity defines the size of the buffer
  31737. * @returns the webGL buffer
  31738. */
  31739. createInstancesBuffer(capacity: number): DataBuffer;
  31740. /**
  31741. * Delete a webGL buffer used with instanciation
  31742. * @param buffer defines the webGL buffer to delete
  31743. */
  31744. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31745. /**
  31746. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31747. * @param instancesBuffer defines the webGL buffer to update and bind
  31748. * @param data defines the data to store in the buffer
  31749. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31750. */
  31751. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31752. /**
  31753. * Apply all cached states (depth, culling, stencil and alpha)
  31754. */
  31755. applyStates(): void;
  31756. /**
  31757. * Send a draw order
  31758. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31759. * @param indexStart defines the starting index
  31760. * @param indexCount defines the number of index to draw
  31761. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31762. */
  31763. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31764. /**
  31765. * Draw a list of points
  31766. * @param verticesStart defines the index of first vertex to draw
  31767. * @param verticesCount defines the count of vertices to draw
  31768. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31769. */
  31770. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31771. /**
  31772. * Draw a list of unindexed primitives
  31773. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31774. * @param verticesStart defines the index of first vertex to draw
  31775. * @param verticesCount defines the count of vertices to draw
  31776. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31777. */
  31778. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31779. /**
  31780. * Draw a list of indexed primitives
  31781. * @param fillMode defines the primitive to use
  31782. * @param indexStart defines the starting index
  31783. * @param indexCount defines the number of index to draw
  31784. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31785. */
  31786. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31787. /**
  31788. * Draw a list of unindexed primitives
  31789. * @param fillMode defines the primitive to use
  31790. * @param verticesStart defines the index of first vertex to draw
  31791. * @param verticesCount defines the count of vertices to draw
  31792. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31793. */
  31794. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31795. private _drawMode;
  31796. /** @hidden */
  31797. _releaseEffect(effect: Effect): void;
  31798. /** @hidden */
  31799. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31800. /**
  31801. * Create a new effect (used to store vertex/fragment shaders)
  31802. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31803. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31804. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31805. * @param samplers defines an array of string used to represent textures
  31806. * @param defines defines the string containing the defines to use to compile the shaders
  31807. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31808. * @param onCompiled defines a function to call when the effect creation is successful
  31809. * @param onError defines a function to call when the effect creation has failed
  31810. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31811. * @returns the new Effect
  31812. */
  31813. 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;
  31814. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31815. private _compileShader;
  31816. private _compileRawShader;
  31817. /**
  31818. * Directly creates a webGL program
  31819. * @param pipelineContext defines the pipeline context to attach to
  31820. * @param vertexCode defines the vertex shader code to use
  31821. * @param fragmentCode defines the fragment shader code to use
  31822. * @param context defines the webGL context to use (if not set, the current one will be used)
  31823. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31824. * @returns the new webGL program
  31825. */
  31826. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31827. /**
  31828. * Creates a webGL program
  31829. * @param pipelineContext defines the pipeline context to attach to
  31830. * @param vertexCode defines the vertex shader code to use
  31831. * @param fragmentCode defines the fragment shader code to use
  31832. * @param defines defines the string containing the defines to use to compile the shaders
  31833. * @param context defines the webGL context to use (if not set, the current one will be used)
  31834. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31835. * @returns the new webGL program
  31836. */
  31837. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31838. /**
  31839. * Creates a new pipeline context
  31840. * @returns the new pipeline
  31841. */
  31842. createPipelineContext(): IPipelineContext;
  31843. private _createShaderProgram;
  31844. private _finalizePipelineContext;
  31845. /** @hidden */
  31846. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31847. /** @hidden */
  31848. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31849. /** @hidden */
  31850. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31851. /**
  31852. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31853. * @param pipelineContext defines the pipeline context to use
  31854. * @param uniformsNames defines the list of uniform names
  31855. * @returns an array of webGL uniform locations
  31856. */
  31857. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31858. /**
  31859. * Gets the lsit of active attributes for a given webGL program
  31860. * @param pipelineContext defines the pipeline context to use
  31861. * @param attributesNames defines the list of attribute names to get
  31862. * @returns an array of indices indicating the offset of each attribute
  31863. */
  31864. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31865. /**
  31866. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31867. * @param effect defines the effect to activate
  31868. */
  31869. enableEffect(effect: Nullable<Effect>): void;
  31870. /**
  31871. * Set the value of an uniform to an array of int32
  31872. * @param uniform defines the webGL uniform location where to store the value
  31873. * @param array defines the array of int32 to store
  31874. */
  31875. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31876. /**
  31877. * Set the value of an uniform to an array of int32 (stored as vec2)
  31878. * @param uniform defines the webGL uniform location where to store the value
  31879. * @param array defines the array of int32 to store
  31880. */
  31881. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31882. /**
  31883. * Set the value of an uniform to an array of int32 (stored as vec3)
  31884. * @param uniform defines the webGL uniform location where to store the value
  31885. * @param array defines the array of int32 to store
  31886. */
  31887. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31888. /**
  31889. * Set the value of an uniform to an array of int32 (stored as vec4)
  31890. * @param uniform defines the webGL uniform location where to store the value
  31891. * @param array defines the array of int32 to store
  31892. */
  31893. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31894. /**
  31895. * Set the value of an uniform to an array of float32
  31896. * @param uniform defines the webGL uniform location where to store the value
  31897. * @param array defines the array of float32 to store
  31898. */
  31899. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31900. /**
  31901. * Set the value of an uniform to an array of float32 (stored as vec2)
  31902. * @param uniform defines the webGL uniform location where to store the value
  31903. * @param array defines the array of float32 to store
  31904. */
  31905. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31906. /**
  31907. * Set the value of an uniform to an array of float32 (stored as vec3)
  31908. * @param uniform defines the webGL uniform location where to store the value
  31909. * @param array defines the array of float32 to store
  31910. */
  31911. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31912. /**
  31913. * Set the value of an uniform to an array of float32 (stored as vec4)
  31914. * @param uniform defines the webGL uniform location where to store the value
  31915. * @param array defines the array of float32 to store
  31916. */
  31917. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31918. /**
  31919. * Set the value of an uniform to an array of number
  31920. * @param uniform defines the webGL uniform location where to store the value
  31921. * @param array defines the array of number to store
  31922. */
  31923. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31924. /**
  31925. * Set the value of an uniform to an array of number (stored as vec2)
  31926. * @param uniform defines the webGL uniform location where to store the value
  31927. * @param array defines the array of number to store
  31928. */
  31929. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31930. /**
  31931. * Set the value of an uniform to an array of number (stored as vec3)
  31932. * @param uniform defines the webGL uniform location where to store the value
  31933. * @param array defines the array of number to store
  31934. */
  31935. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31936. /**
  31937. * Set the value of an uniform to an array of number (stored as vec4)
  31938. * @param uniform defines the webGL uniform location where to store the value
  31939. * @param array defines the array of number to store
  31940. */
  31941. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31942. /**
  31943. * Set the value of an uniform to an array of float32 (stored as matrices)
  31944. * @param uniform defines the webGL uniform location where to store the value
  31945. * @param matrices defines the array of float32 to store
  31946. */
  31947. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31948. /**
  31949. * Set the value of an uniform to a matrix (3x3)
  31950. * @param uniform defines the webGL uniform location where to store the value
  31951. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31952. */
  31953. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31954. /**
  31955. * Set the value of an uniform to a matrix (2x2)
  31956. * @param uniform defines the webGL uniform location where to store the value
  31957. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31958. */
  31959. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31960. /**
  31961. * Set the value of an uniform to a number (int)
  31962. * @param uniform defines the webGL uniform location where to store the value
  31963. * @param value defines the int number to store
  31964. */
  31965. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31966. /**
  31967. * Set the value of an uniform to a number (float)
  31968. * @param uniform defines the webGL uniform location where to store the value
  31969. * @param value defines the float number to store
  31970. */
  31971. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31972. /**
  31973. * Set the value of an uniform to a vec2
  31974. * @param uniform defines the webGL uniform location where to store the value
  31975. * @param x defines the 1st component of the value
  31976. * @param y defines the 2nd component of the value
  31977. */
  31978. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31979. /**
  31980. * Set the value of an uniform to a vec3
  31981. * @param uniform defines the webGL uniform location where to store the value
  31982. * @param x defines the 1st component of the value
  31983. * @param y defines the 2nd component of the value
  31984. * @param z defines the 3rd component of the value
  31985. */
  31986. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31987. /**
  31988. * Set the value of an uniform to a boolean
  31989. * @param uniform defines the webGL uniform location where to store the value
  31990. * @param bool defines the boolean to store
  31991. */
  31992. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31993. /**
  31994. * Set the value of an uniform to a vec4
  31995. * @param uniform defines the webGL uniform location where to store the value
  31996. * @param x defines the 1st component of the value
  31997. * @param y defines the 2nd component of the value
  31998. * @param z defines the 3rd component of the value
  31999. * @param w defines the 4th component of the value
  32000. */
  32001. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  32002. /**
  32003. * Sets a Color4 on a uniform variable
  32004. * @param uniform defines the uniform location
  32005. * @param color4 defines the value to be set
  32006. */
  32007. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32008. /**
  32009. * Set various states to the webGL context
  32010. * @param culling defines backface culling state
  32011. * @param zOffset defines the value to apply to zOffset (0 by default)
  32012. * @param force defines if states must be applied even if cache is up to date
  32013. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32014. */
  32015. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32016. /**
  32017. * Set the z offset to apply to current rendering
  32018. * @param value defines the offset to apply
  32019. */
  32020. setZOffset(value: number): void;
  32021. /**
  32022. * Gets the current value of the zOffset
  32023. * @returns the current zOffset state
  32024. */
  32025. getZOffset(): number;
  32026. /**
  32027. * Enable or disable depth buffering
  32028. * @param enable defines the state to set
  32029. */
  32030. setDepthBuffer(enable: boolean): void;
  32031. /**
  32032. * Gets a boolean indicating if depth writing is enabled
  32033. * @returns the current depth writing state
  32034. */
  32035. getDepthWrite(): boolean;
  32036. /**
  32037. * Enable or disable depth writing
  32038. * @param enable defines the state to set
  32039. */
  32040. setDepthWrite(enable: boolean): void;
  32041. /**
  32042. * Enable or disable color writing
  32043. * @param enable defines the state to set
  32044. */
  32045. setColorWrite(enable: boolean): void;
  32046. /**
  32047. * Gets a boolean indicating if color writing is enabled
  32048. * @returns the current color writing state
  32049. */
  32050. getColorWrite(): boolean;
  32051. /**
  32052. * Sets alpha constants used by some alpha blending modes
  32053. * @param r defines the red component
  32054. * @param g defines the green component
  32055. * @param b defines the blue component
  32056. * @param a defines the alpha component
  32057. */
  32058. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32059. /**
  32060. * Sets the current alpha mode
  32061. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32062. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32063. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32064. */
  32065. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32066. /**
  32067. * Gets the current alpha mode
  32068. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32069. * @returns the current alpha mode
  32070. */
  32071. getAlphaMode(): number;
  32072. /**
  32073. * Clears the list of texture accessible through engine.
  32074. * This can help preventing texture load conflict due to name collision.
  32075. */
  32076. clearInternalTexturesCache(): void;
  32077. /**
  32078. * Force the entire cache to be cleared
  32079. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32080. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32081. */
  32082. wipeCaches(bruteForce?: boolean): void;
  32083. /**
  32084. * Set the compressed texture format to use, based on the formats you have, and the formats
  32085. * supported by the hardware / browser.
  32086. *
  32087. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32088. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32089. * to API arguments needed to compressed textures. This puts the burden on the container
  32090. * generator to house the arcane code for determining these for current & future formats.
  32091. *
  32092. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32093. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32094. *
  32095. * Note: The result of this call is not taken into account when a texture is base64.
  32096. *
  32097. * @param formatsAvailable defines the list of those format families you have created
  32098. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32099. *
  32100. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32101. * @returns The extension selected.
  32102. */
  32103. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32104. /** @hidden */
  32105. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32106. min: number;
  32107. mag: number;
  32108. };
  32109. /** @hidden */
  32110. _createTexture(): WebGLTexture;
  32111. /**
  32112. * Usually called from Texture.ts.
  32113. * Passed information to create a WebGLTexture
  32114. * @param urlArg defines a value which contains one of the following:
  32115. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32116. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32117. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32118. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32119. * @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)
  32120. * @param scene needed for loading to the correct scene
  32121. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32122. * @param onLoad optional callback to be called upon successful completion
  32123. * @param onError optional callback to be called upon failure
  32124. * @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
  32125. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32126. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32127. * @param forcedExtension defines the extension to use to pick the right loader
  32128. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32129. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32130. */
  32131. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32132. /**
  32133. * @hidden
  32134. * Rescales a texture
  32135. * @param source input texutre
  32136. * @param destination destination texture
  32137. * @param scene scene to use to render the resize
  32138. * @param internalFormat format to use when resizing
  32139. * @param onComplete callback to be called when resize has completed
  32140. */
  32141. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32142. private _unpackFlipYCached;
  32143. /**
  32144. * In case you are sharing the context with other applications, it might
  32145. * be interested to not cache the unpack flip y state to ensure a consistent
  32146. * value would be set.
  32147. */
  32148. enableUnpackFlipYCached: boolean;
  32149. /** @hidden */
  32150. _unpackFlipY(value: boolean): void;
  32151. /** @hidden */
  32152. _getUnpackAlignement(): number;
  32153. /**
  32154. * Creates a dynamic texture
  32155. * @param width defines the width of the texture
  32156. * @param height defines the height of the texture
  32157. * @param generateMipMaps defines if the engine should generate the mip levels
  32158. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32159. * @returns the dynamic texture inside an InternalTexture
  32160. */
  32161. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32162. /**
  32163. * Update the sampling mode of a given texture
  32164. * @param samplingMode defines the required sampling mode
  32165. * @param texture defines the texture to update
  32166. */
  32167. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32168. /**
  32169. * Update the content of a dynamic texture
  32170. * @param texture defines the texture to update
  32171. * @param canvas defines the canvas containing the source
  32172. * @param invertY defines if data must be stored with Y axis inverted
  32173. * @param premulAlpha defines if alpha is stored as premultiplied
  32174. * @param format defines the format of the data
  32175. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32176. */
  32177. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32178. /**
  32179. * Update a video texture
  32180. * @param texture defines the texture to update
  32181. * @param video defines the video element to use
  32182. * @param invertY defines if data must be stored with Y axis inverted
  32183. */
  32184. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32185. /**
  32186. * Updates a depth texture Comparison Mode and Function.
  32187. * If the comparison Function is equal to 0, the mode will be set to none.
  32188. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32189. * @param texture The texture to set the comparison function for
  32190. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32191. */
  32192. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32193. /** @hidden */
  32194. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32195. width: number;
  32196. height: number;
  32197. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32198. /**
  32199. * Creates a depth stencil texture.
  32200. * This is only available in WebGL 2 or with the depth texture extension available.
  32201. * @param size The size of face edge in the texture.
  32202. * @param options The options defining the texture.
  32203. * @returns The texture
  32204. */
  32205. createDepthStencilTexture(size: number | {
  32206. width: number;
  32207. height: number;
  32208. }, options: DepthTextureCreationOptions): InternalTexture;
  32209. /**
  32210. * Creates a depth stencil texture.
  32211. * This is only available in WebGL 2 or with the depth texture extension available.
  32212. * @param size The size of face edge in the texture.
  32213. * @param options The options defining the texture.
  32214. * @returns The texture
  32215. */
  32216. private _createDepthStencilTexture;
  32217. /**
  32218. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32219. * @param renderTarget The render target to set the frame buffer for
  32220. */
  32221. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32222. /**
  32223. * Creates a new render target texture
  32224. * @param size defines the size of the texture
  32225. * @param options defines the options used to create the texture
  32226. * @returns a new render target texture stored in an InternalTexture
  32227. */
  32228. createRenderTargetTexture(size: number | {
  32229. width: number;
  32230. height: number;
  32231. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32232. /** @hidden */
  32233. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32234. /**
  32235. * Updates the sample count of a render target texture
  32236. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32237. * @param texture defines the texture to update
  32238. * @param samples defines the sample count to set
  32239. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32240. */
  32241. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32242. /** @hidden */
  32243. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32244. /** @hidden */
  32245. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32246. /** @hidden */
  32247. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32248. /** @hidden */
  32249. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32250. /**
  32251. * @hidden
  32252. */
  32253. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32254. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32255. private _prepareWebGLTexture;
  32256. /** @hidden */
  32257. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32258. /** @hidden */
  32259. _releaseFramebufferObjects(texture: InternalTexture): void;
  32260. /** @hidden */
  32261. _releaseTexture(texture: InternalTexture): void;
  32262. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32263. protected _setProgram(program: WebGLProgram): void;
  32264. protected _boundUniforms: {
  32265. [key: number]: WebGLUniformLocation;
  32266. };
  32267. /**
  32268. * Binds an effect to the webGL context
  32269. * @param effect defines the effect to bind
  32270. */
  32271. bindSamplers(effect: Effect): void;
  32272. private _activateCurrentTexture;
  32273. /** @hidden */
  32274. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32275. /** @hidden */
  32276. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32277. /**
  32278. * Sets a texture to the webGL context from a postprocess
  32279. * @param channel defines the channel to use
  32280. * @param postProcess defines the source postprocess
  32281. */
  32282. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32283. /**
  32284. * Binds the output of the passed in post process to the texture channel specified
  32285. * @param channel The channel the texture should be bound to
  32286. * @param postProcess The post process which's output should be bound
  32287. */
  32288. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32289. /**
  32290. * Unbind all textures from the webGL context
  32291. */
  32292. unbindAllTextures(): void;
  32293. /**
  32294. * Sets a texture to the according uniform.
  32295. * @param channel The texture channel
  32296. * @param uniform The uniform to set
  32297. * @param texture The texture to apply
  32298. */
  32299. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32300. /**
  32301. * Sets a depth stencil texture from a render target to the according uniform.
  32302. * @param channel The texture channel
  32303. * @param uniform The uniform to set
  32304. * @param texture The render target texture containing the depth stencil texture to apply
  32305. */
  32306. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32307. private _bindSamplerUniformToChannel;
  32308. private _getTextureWrapMode;
  32309. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32310. /**
  32311. * Sets an array of texture to the webGL context
  32312. * @param channel defines the channel where the texture array must be set
  32313. * @param uniform defines the associated uniform location
  32314. * @param textures defines the array of textures to bind
  32315. */
  32316. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32317. /** @hidden */
  32318. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32319. private _setTextureParameterFloat;
  32320. private _setTextureParameterInteger;
  32321. /**
  32322. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32323. * @param x defines the x coordinate of the rectangle where pixels must be read
  32324. * @param y defines the y coordinate of the rectangle where pixels must be read
  32325. * @param width defines the width of the rectangle where pixels must be read
  32326. * @param height defines the height of the rectangle where pixels must be read
  32327. * @returns a Uint8Array containing RGBA colors
  32328. */
  32329. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32330. /**
  32331. * Add an externaly attached data from its key.
  32332. * This method call will fail and return false, if such key already exists.
  32333. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32334. * @param key the unique key that identifies the data
  32335. * @param data the data object to associate to the key for this Engine instance
  32336. * @return true if no such key were already present and the data was added successfully, false otherwise
  32337. */
  32338. addExternalData<T>(key: string, data: T): boolean;
  32339. /**
  32340. * Get an externaly attached data from its key
  32341. * @param key the unique key that identifies the data
  32342. * @return the associated data, if present (can be null), or undefined if not present
  32343. */
  32344. getExternalData<T>(key: string): T;
  32345. /**
  32346. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32347. * @param key the unique key that identifies the data
  32348. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32349. * @return the associated data, can be null if the factory returned null.
  32350. */
  32351. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32352. /**
  32353. * Remove an externaly attached data from the Engine instance
  32354. * @param key the unique key that identifies the data
  32355. * @return true if the data was successfully removed, false if it doesn't exist
  32356. */
  32357. removeExternalData(key: string): boolean;
  32358. /**
  32359. * Unbind all vertex attributes from the webGL context
  32360. */
  32361. unbindAllAttributes(): void;
  32362. /**
  32363. * 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
  32364. */
  32365. releaseEffects(): void;
  32366. /**
  32367. * Dispose and release all associated resources
  32368. */
  32369. dispose(): void;
  32370. /**
  32371. * Display the loading screen
  32372. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32373. */
  32374. displayLoadingUI(): void;
  32375. /**
  32376. * Hide the loading screen
  32377. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32378. */
  32379. hideLoadingUI(): void;
  32380. /**
  32381. * Gets the current loading screen object
  32382. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32383. */
  32384. /**
  32385. * Sets the current loading screen object
  32386. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32387. */
  32388. loadingScreen: ILoadingScreen;
  32389. /**
  32390. * Sets the current loading screen text
  32391. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32392. */
  32393. loadingUIText: string;
  32394. /**
  32395. * Sets the current loading screen background color
  32396. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32397. */
  32398. loadingUIBackgroundColor: string;
  32399. /**
  32400. * Attach a new callback raised when context lost event is fired
  32401. * @param callback defines the callback to call
  32402. */
  32403. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32404. /**
  32405. * Attach a new callback raised when context restored event is fired
  32406. * @param callback defines the callback to call
  32407. */
  32408. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32409. /**
  32410. * Gets the source code of the vertex shader associated with a specific webGL program
  32411. * @param program defines the program to use
  32412. * @returns a string containing the source code of the vertex shader associated with the program
  32413. */
  32414. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32415. /**
  32416. * Gets the source code of the fragment shader associated with a specific webGL program
  32417. * @param program defines the program to use
  32418. * @returns a string containing the source code of the fragment shader associated with the program
  32419. */
  32420. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32421. /**
  32422. * Get the current error code of the webGL context
  32423. * @returns the error code
  32424. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32425. */
  32426. getError(): number;
  32427. /**
  32428. * Gets the current framerate
  32429. * @returns a number representing the framerate
  32430. */
  32431. getFps(): number;
  32432. /**
  32433. * Gets the time spent between current and previous frame
  32434. * @returns a number representing the delta time in ms
  32435. */
  32436. getDeltaTime(): number;
  32437. private _measureFps;
  32438. /** @hidden */
  32439. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32440. private _canRenderToFloatFramebuffer;
  32441. private _canRenderToHalfFloatFramebuffer;
  32442. private _canRenderToFramebuffer;
  32443. /** @hidden */
  32444. _getWebGLTextureType(type: number): number;
  32445. /** @hidden */
  32446. _getInternalFormat(format: number): number;
  32447. /** @hidden */
  32448. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32449. /** @hidden */
  32450. _getRGBAMultiSampleBufferFormat(type: number): number;
  32451. /** @hidden */
  32452. _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;
  32453. /** @hidden */
  32454. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32455. /**
  32456. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32457. * @returns true if the engine can be created
  32458. * @ignorenaming
  32459. */
  32460. static isSupported(): boolean;
  32461. /**
  32462. * Find the next highest power of two.
  32463. * @param x Number to start search from.
  32464. * @return Next highest power of two.
  32465. */
  32466. static CeilingPOT(x: number): number;
  32467. /**
  32468. * Find the next lowest power of two.
  32469. * @param x Number to start search from.
  32470. * @return Next lowest power of two.
  32471. */
  32472. static FloorPOT(x: number): number;
  32473. /**
  32474. * Find the nearest power of two.
  32475. * @param x Number to start search from.
  32476. * @return Next nearest power of two.
  32477. */
  32478. static NearestPOT(x: number): number;
  32479. /**
  32480. * Get the closest exponent of two
  32481. * @param value defines the value to approximate
  32482. * @param max defines the maximum value to return
  32483. * @param mode defines how to define the closest value
  32484. * @returns closest exponent of two of the given value
  32485. */
  32486. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32487. /**
  32488. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32489. * @param func - the function to be called
  32490. * @param requester - the object that will request the next frame. Falls back to window.
  32491. * @returns frame number
  32492. */
  32493. static QueueNewFrame(func: () => void, requester?: any): number;
  32494. /**
  32495. * Ask the browser to promote the current element to pointerlock mode
  32496. * @param element defines the DOM element to promote
  32497. */
  32498. static _RequestPointerlock(element: HTMLElement): void;
  32499. /**
  32500. * Asks the browser to exit pointerlock mode
  32501. */
  32502. static _ExitPointerlock(): void;
  32503. /**
  32504. * Ask the browser to promote the current element to fullscreen rendering mode
  32505. * @param element defines the DOM element to promote
  32506. */
  32507. static _RequestFullscreen(element: HTMLElement): void;
  32508. /**
  32509. * Asks the browser to exit fullscreen mode
  32510. */
  32511. static _ExitFullscreen(): void;
  32512. }
  32513. }
  32514. declare module "babylonjs/Engines/engineStore" {
  32515. import { Nullable } from "babylonjs/types";
  32516. import { Engine } from "babylonjs/Engines/engine";
  32517. import { Scene } from "babylonjs/scene";
  32518. /**
  32519. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32520. * during the life time of the application.
  32521. */
  32522. export class EngineStore {
  32523. /** Gets the list of created engines */
  32524. static Instances: import("babylonjs/Engines/engine").Engine[];
  32525. /** @hidden */
  32526. static _LastCreatedScene: Nullable<Scene>;
  32527. /**
  32528. * Gets the latest created engine
  32529. */
  32530. static readonly LastCreatedEngine: Nullable<Engine>;
  32531. /**
  32532. * Gets the latest created scene
  32533. */
  32534. static readonly LastCreatedScene: Nullable<Scene>;
  32535. /**
  32536. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32537. * @ignorenaming
  32538. */
  32539. static UseFallbackTexture: boolean;
  32540. /**
  32541. * Texture content used if a texture cannot loaded
  32542. * @ignorenaming
  32543. */
  32544. static FallbackTexture: string;
  32545. }
  32546. }
  32547. declare module "babylonjs/Misc/promise" {
  32548. /**
  32549. * Helper class that provides a small promise polyfill
  32550. */
  32551. export class PromisePolyfill {
  32552. /**
  32553. * Static function used to check if the polyfill is required
  32554. * If this is the case then the function will inject the polyfill to window.Promise
  32555. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32556. */
  32557. static Apply(force?: boolean): void;
  32558. }
  32559. }
  32560. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32561. /**
  32562. * Interface for screenshot methods with describe argument called `size` as object with options
  32563. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32564. */
  32565. export interface IScreenshotSize {
  32566. /**
  32567. * number in pixels for canvas height
  32568. */
  32569. height?: number;
  32570. /**
  32571. * multiplier allowing render at a higher or lower resolution
  32572. * If value is defined then height and width will be ignored and taken from camera
  32573. */
  32574. precision?: number;
  32575. /**
  32576. * number in pixels for canvas width
  32577. */
  32578. width?: number;
  32579. }
  32580. }
  32581. declare module "babylonjs/Misc/tools" {
  32582. import { Nullable, float } from "babylonjs/types";
  32583. import { DomManagement } from "babylonjs/Misc/domManagement";
  32584. import { WebRequest } from "babylonjs/Misc/webRequest";
  32585. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32586. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32587. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32588. import { Camera } from "babylonjs/Cameras/camera";
  32589. import { Engine } from "babylonjs/Engines/engine";
  32590. interface IColor4Like {
  32591. r: float;
  32592. g: float;
  32593. b: float;
  32594. a: float;
  32595. }
  32596. /**
  32597. * Class containing a set of static utilities functions
  32598. */
  32599. export class Tools {
  32600. /**
  32601. * Gets or sets the base URL to use to load assets
  32602. */
  32603. static BaseUrl: string;
  32604. /**
  32605. * Enable/Disable Custom HTTP Request Headers globally.
  32606. * default = false
  32607. * @see CustomRequestHeaders
  32608. */
  32609. static UseCustomRequestHeaders: boolean;
  32610. /**
  32611. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32612. * i.e. when loading files, where the server/service expects an Authorization header
  32613. */
  32614. static CustomRequestHeaders: {
  32615. [key: string]: string;
  32616. };
  32617. /**
  32618. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32619. */
  32620. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32621. /**
  32622. * Default behaviour for cors in the application.
  32623. * It can be a string if the expected behavior is identical in the entire app.
  32624. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32625. */
  32626. static CorsBehavior: string | ((url: string | string[]) => string);
  32627. /**
  32628. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32629. * @ignorenaming
  32630. */
  32631. static UseFallbackTexture: boolean;
  32632. /**
  32633. * Use this object to register external classes like custom textures or material
  32634. * to allow the laoders to instantiate them
  32635. */
  32636. static RegisteredExternalClasses: {
  32637. [key: string]: Object;
  32638. };
  32639. /**
  32640. * Texture content used if a texture cannot loaded
  32641. * @ignorenaming
  32642. */
  32643. static fallbackTexture: string;
  32644. /**
  32645. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32646. * @param u defines the coordinate on X axis
  32647. * @param v defines the coordinate on Y axis
  32648. * @param width defines the width of the source data
  32649. * @param height defines the height of the source data
  32650. * @param pixels defines the source byte array
  32651. * @param color defines the output color
  32652. */
  32653. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32654. /**
  32655. * Interpolates between a and b via alpha
  32656. * @param a The lower value (returned when alpha = 0)
  32657. * @param b The upper value (returned when alpha = 1)
  32658. * @param alpha The interpolation-factor
  32659. * @return The mixed value
  32660. */
  32661. static Mix(a: number, b: number, alpha: number): number;
  32662. /**
  32663. * Tries to instantiate a new object from a given class name
  32664. * @param className defines the class name to instantiate
  32665. * @returns the new object or null if the system was not able to do the instantiation
  32666. */
  32667. static Instantiate(className: string): any;
  32668. /**
  32669. * Provides a slice function that will work even on IE
  32670. * @param data defines the array to slice
  32671. * @param start defines the start of the data (optional)
  32672. * @param end defines the end of the data (optional)
  32673. * @returns the new sliced array
  32674. */
  32675. static Slice<T>(data: T, start?: number, end?: number): T;
  32676. /**
  32677. * Polyfill for setImmediate
  32678. * @param action defines the action to execute after the current execution block
  32679. */
  32680. static SetImmediate(action: () => void): void;
  32681. /**
  32682. * Function indicating if a number is an exponent of 2
  32683. * @param value defines the value to test
  32684. * @returns true if the value is an exponent of 2
  32685. */
  32686. static IsExponentOfTwo(value: number): boolean;
  32687. private static _tmpFloatArray;
  32688. /**
  32689. * Returns the nearest 32-bit single precision float representation of a Number
  32690. * @param value A Number. If the parameter is of a different type, it will get converted
  32691. * to a number or to NaN if it cannot be converted
  32692. * @returns number
  32693. */
  32694. static FloatRound(value: number): number;
  32695. /**
  32696. * Extracts the filename from a path
  32697. * @param path defines the path to use
  32698. * @returns the filename
  32699. */
  32700. static GetFilename(path: string): string;
  32701. /**
  32702. * Extracts the "folder" part of a path (everything before the filename).
  32703. * @param uri The URI to extract the info from
  32704. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32705. * @returns The "folder" part of the path
  32706. */
  32707. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32708. /**
  32709. * Extracts text content from a DOM element hierarchy
  32710. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32711. */
  32712. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32713. /**
  32714. * Convert an angle in radians to degrees
  32715. * @param angle defines the angle to convert
  32716. * @returns the angle in degrees
  32717. */
  32718. static ToDegrees(angle: number): number;
  32719. /**
  32720. * Convert an angle in degrees to radians
  32721. * @param angle defines the angle to convert
  32722. * @returns the angle in radians
  32723. */
  32724. static ToRadians(angle: number): number;
  32725. /**
  32726. * Encode a buffer to a base64 string
  32727. * @param buffer defines the buffer to encode
  32728. * @returns the encoded string
  32729. */
  32730. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32731. /**
  32732. * Returns an array if obj is not an array
  32733. * @param obj defines the object to evaluate as an array
  32734. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32735. * @returns either obj directly if obj is an array or a new array containing obj
  32736. */
  32737. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32738. /**
  32739. * Gets the pointer prefix to use
  32740. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32741. */
  32742. static GetPointerPrefix(): string;
  32743. /**
  32744. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32745. * @param url define the url we are trying
  32746. * @param element define the dom element where to configure the cors policy
  32747. */
  32748. static SetCorsBehavior(url: string | string[], element: {
  32749. crossOrigin: string | null;
  32750. }): void;
  32751. /**
  32752. * Removes unwanted characters from an url
  32753. * @param url defines the url to clean
  32754. * @returns the cleaned url
  32755. */
  32756. static CleanUrl(url: string): string;
  32757. /**
  32758. * Gets or sets a function used to pre-process url before using them to load assets
  32759. */
  32760. static PreprocessUrl: (url: string) => string;
  32761. /**
  32762. * Loads an image as an HTMLImageElement.
  32763. * @param input url string, ArrayBuffer, or Blob to load
  32764. * @param onLoad callback called when the image successfully loads
  32765. * @param onError callback called when the image fails to load
  32766. * @param offlineProvider offline provider for caching
  32767. * @returns the HTMLImageElement of the loaded image
  32768. */
  32769. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32770. /**
  32771. * Loads a file
  32772. * @param url url string, ArrayBuffer, or Blob to load
  32773. * @param onSuccess callback called when the file successfully loads
  32774. * @param onProgress callback called while file is loading (if the server supports this mode)
  32775. * @param offlineProvider defines the offline provider for caching
  32776. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32777. * @param onError callback called when the file fails to load
  32778. * @returns a file request object
  32779. */
  32780. 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;
  32781. /**
  32782. * Loads a file from a url
  32783. * @param url the file url to load
  32784. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32785. */
  32786. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32787. /**
  32788. * Load a script (identified by an url). When the url returns, the
  32789. * content of this file is added into a new script element, attached to the DOM (body element)
  32790. * @param scriptUrl defines the url of the script to laod
  32791. * @param onSuccess defines the callback called when the script is loaded
  32792. * @param onError defines the callback to call if an error occurs
  32793. * @param scriptId defines the id of the script element
  32794. */
  32795. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32796. /**
  32797. * Load an asynchronous script (identified by an url). When the url returns, the
  32798. * content of this file is added into a new script element, attached to the DOM (body element)
  32799. * @param scriptUrl defines the url of the script to laod
  32800. * @param scriptId defines the id of the script element
  32801. * @returns a promise request object
  32802. */
  32803. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32804. /**
  32805. * Loads a file from a blob
  32806. * @param fileToLoad defines the blob to use
  32807. * @param callback defines the callback to call when data is loaded
  32808. * @param progressCallback defines the callback to call during loading process
  32809. * @returns a file request object
  32810. */
  32811. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32812. /**
  32813. * Loads a file
  32814. * @param fileToLoad defines the file to load
  32815. * @param callback defines the callback to call when data is loaded
  32816. * @param progressCallBack defines the callback to call during loading process
  32817. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32818. * @returns a file request object
  32819. */
  32820. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32821. /**
  32822. * Creates a data url from a given string content
  32823. * @param content defines the content to convert
  32824. * @returns the new data url link
  32825. */
  32826. static FileAsURL(content: string): string;
  32827. /**
  32828. * Format the given number to a specific decimal format
  32829. * @param value defines the number to format
  32830. * @param decimals defines the number of decimals to use
  32831. * @returns the formatted string
  32832. */
  32833. static Format(value: number, decimals?: number): string;
  32834. /**
  32835. * Tries to copy an object by duplicating every property
  32836. * @param source defines the source object
  32837. * @param destination defines the target object
  32838. * @param doNotCopyList defines a list of properties to avoid
  32839. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32840. */
  32841. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32842. /**
  32843. * Gets a boolean indicating if the given object has no own property
  32844. * @param obj defines the object to test
  32845. * @returns true if object has no own property
  32846. */
  32847. static IsEmpty(obj: any): boolean;
  32848. /**
  32849. * Function used to register events at window level
  32850. * @param windowElement defines the Window object to use
  32851. * @param events defines the events to register
  32852. */
  32853. static RegisterTopRootEvents(windowElement: Window, events: {
  32854. name: string;
  32855. handler: Nullable<(e: FocusEvent) => any>;
  32856. }[]): void;
  32857. /**
  32858. * Function used to unregister events from window level
  32859. * @param windowElement defines the Window object to use
  32860. * @param events defines the events to unregister
  32861. */
  32862. static UnregisterTopRootEvents(windowElement: Window, events: {
  32863. name: string;
  32864. handler: Nullable<(e: FocusEvent) => any>;
  32865. }[]): void;
  32866. /**
  32867. * @ignore
  32868. */
  32869. static _ScreenshotCanvas: HTMLCanvasElement;
  32870. /**
  32871. * Dumps the current bound framebuffer
  32872. * @param width defines the rendering width
  32873. * @param height defines the rendering height
  32874. * @param engine defines the hosting engine
  32875. * @param successCallback defines the callback triggered once the data are available
  32876. * @param mimeType defines the mime type of the result
  32877. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32878. */
  32879. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32880. /**
  32881. * Converts the canvas data to blob.
  32882. * This acts as a polyfill for browsers not supporting the to blob function.
  32883. * @param canvas Defines the canvas to extract the data from
  32884. * @param successCallback Defines the callback triggered once the data are available
  32885. * @param mimeType Defines the mime type of the result
  32886. */
  32887. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32888. /**
  32889. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32890. * @param successCallback defines the callback triggered once the data are available
  32891. * @param mimeType defines the mime type of the result
  32892. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32893. */
  32894. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32895. /**
  32896. * Downloads a blob in the browser
  32897. * @param blob defines the blob to download
  32898. * @param fileName defines the name of the downloaded file
  32899. */
  32900. static Download(blob: Blob, fileName: string): void;
  32901. /**
  32902. * Captures a screenshot of the current rendering
  32903. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32904. * @param engine defines the rendering engine
  32905. * @param camera defines the source camera
  32906. * @param size This parameter can be set to a single number or to an object with the
  32907. * following (optional) properties: precision, width, height. If a single number is passed,
  32908. * it will be used for both width and height. If an object is passed, the screenshot size
  32909. * will be derived from the parameters. The precision property is a multiplier allowing
  32910. * rendering at a higher or lower resolution
  32911. * @param successCallback defines the callback receives a single parameter which contains the
  32912. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32913. * src parameter of an <img> to display it
  32914. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32915. * Check your browser for supported MIME types
  32916. */
  32917. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32918. /**
  32919. * Captures a screenshot of the current rendering
  32920. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32921. * @param engine defines the rendering engine
  32922. * @param camera defines the source camera
  32923. * @param size This parameter can be set to a single number or to an object with the
  32924. * following (optional) properties: precision, width, height. If a single number is passed,
  32925. * it will be used for both width and height. If an object is passed, the screenshot size
  32926. * will be derived from the parameters. The precision property is a multiplier allowing
  32927. * rendering at a higher or lower resolution
  32928. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32929. * Check your browser for supported MIME types
  32930. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32931. * to the src parameter of an <img> to display it
  32932. */
  32933. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32934. /**
  32935. * Generates an image screenshot from the specified camera.
  32936. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32937. * @param engine The engine to use for rendering
  32938. * @param camera The camera to use for rendering
  32939. * @param size This parameter can be set to a single number or to an object with the
  32940. * following (optional) properties: precision, width, height. If a single number is passed,
  32941. * it will be used for both width and height. If an object is passed, the screenshot size
  32942. * will be derived from the parameters. The precision property is a multiplier allowing
  32943. * rendering at a higher or lower resolution
  32944. * @param successCallback The callback receives a single parameter which contains the
  32945. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32946. * src parameter of an <img> to display it
  32947. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32948. * Check your browser for supported MIME types
  32949. * @param samples Texture samples (default: 1)
  32950. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32951. * @param fileName A name for for the downloaded file.
  32952. */
  32953. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32954. /**
  32955. * Generates an image screenshot from the specified camera.
  32956. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32957. * @param engine The engine to use for rendering
  32958. * @param camera The camera to use for rendering
  32959. * @param size This parameter can be set to a single number or to an object with the
  32960. * following (optional) properties: precision, width, height. If a single number is passed,
  32961. * it will be used for both width and height. If an object is passed, the screenshot size
  32962. * will be derived from the parameters. The precision property is a multiplier allowing
  32963. * rendering at a higher or lower resolution
  32964. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32965. * Check your browser for supported MIME types
  32966. * @param samples Texture samples (default: 1)
  32967. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32968. * @param fileName A name for for the downloaded file.
  32969. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32970. * to the src parameter of an <img> to display it
  32971. */
  32972. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32973. /**
  32974. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32975. * Be aware Math.random() could cause collisions, but:
  32976. * "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"
  32977. * @returns a pseudo random id
  32978. */
  32979. static RandomId(): string;
  32980. /**
  32981. * Test if the given uri is a base64 string
  32982. * @param uri The uri to test
  32983. * @return True if the uri is a base64 string or false otherwise
  32984. */
  32985. static IsBase64(uri: string): boolean;
  32986. /**
  32987. * Decode the given base64 uri.
  32988. * @param uri The uri to decode
  32989. * @return The decoded base64 data.
  32990. */
  32991. static DecodeBase64(uri: string): ArrayBuffer;
  32992. /**
  32993. * Gets the absolute url.
  32994. * @param url the input url
  32995. * @return the absolute url
  32996. */
  32997. static GetAbsoluteUrl(url: string): string;
  32998. /**
  32999. * No log
  33000. */
  33001. static readonly NoneLogLevel: number;
  33002. /**
  33003. * Only message logs
  33004. */
  33005. static readonly MessageLogLevel: number;
  33006. /**
  33007. * Only warning logs
  33008. */
  33009. static readonly WarningLogLevel: number;
  33010. /**
  33011. * Only error logs
  33012. */
  33013. static readonly ErrorLogLevel: number;
  33014. /**
  33015. * All logs
  33016. */
  33017. static readonly AllLogLevel: number;
  33018. /**
  33019. * Gets a value indicating the number of loading errors
  33020. * @ignorenaming
  33021. */
  33022. static readonly errorsCount: number;
  33023. /**
  33024. * Callback called when a new log is added
  33025. */
  33026. static OnNewCacheEntry: (entry: string) => void;
  33027. /**
  33028. * Log a message to the console
  33029. * @param message defines the message to log
  33030. */
  33031. static Log(message: string): void;
  33032. /**
  33033. * Write a warning message to the console
  33034. * @param message defines the message to log
  33035. */
  33036. static Warn(message: string): void;
  33037. /**
  33038. * Write an error message to the console
  33039. * @param message defines the message to log
  33040. */
  33041. static Error(message: string): void;
  33042. /**
  33043. * Gets current log cache (list of logs)
  33044. */
  33045. static readonly LogCache: string;
  33046. /**
  33047. * Clears the log cache
  33048. */
  33049. static ClearLogCache(): void;
  33050. /**
  33051. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33052. */
  33053. static LogLevels: number;
  33054. /**
  33055. * Checks if the window object exists
  33056. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33057. */
  33058. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33059. /**
  33060. * No performance log
  33061. */
  33062. static readonly PerformanceNoneLogLevel: number;
  33063. /**
  33064. * Use user marks to log performance
  33065. */
  33066. static readonly PerformanceUserMarkLogLevel: number;
  33067. /**
  33068. * Log performance to the console
  33069. */
  33070. static readonly PerformanceConsoleLogLevel: number;
  33071. private static _performance;
  33072. /**
  33073. * Sets the current performance log level
  33074. */
  33075. static PerformanceLogLevel: number;
  33076. private static _StartPerformanceCounterDisabled;
  33077. private static _EndPerformanceCounterDisabled;
  33078. private static _StartUserMark;
  33079. private static _EndUserMark;
  33080. private static _StartPerformanceConsole;
  33081. private static _EndPerformanceConsole;
  33082. /**
  33083. * Starts a performance counter
  33084. */
  33085. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33086. /**
  33087. * Ends a specific performance coutner
  33088. */
  33089. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33090. /**
  33091. * Gets either window.performance.now() if supported or Date.now() else
  33092. */
  33093. static readonly Now: number;
  33094. /**
  33095. * This method will return the name of the class used to create the instance of the given object.
  33096. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33097. * @param object the object to get the class name from
  33098. * @param isType defines if the object is actually a type
  33099. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33100. */
  33101. static GetClassName(object: any, isType?: boolean): string;
  33102. /**
  33103. * Gets the first element of an array satisfying a given predicate
  33104. * @param array defines the array to browse
  33105. * @param predicate defines the predicate to use
  33106. * @returns null if not found or the element
  33107. */
  33108. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33109. /**
  33110. * This method will return the name of the full name of the class, including its owning module (if any).
  33111. * 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).
  33112. * @param object the object to get the class name from
  33113. * @param isType defines if the object is actually a type
  33114. * @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.
  33115. * @ignorenaming
  33116. */
  33117. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33118. /**
  33119. * Returns a promise that resolves after the given amount of time.
  33120. * @param delay Number of milliseconds to delay
  33121. * @returns Promise that resolves after the given amount of time
  33122. */
  33123. static DelayAsync(delay: number): Promise<void>;
  33124. }
  33125. /**
  33126. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33127. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33128. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33129. * @param name The name of the class, case should be preserved
  33130. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33131. */
  33132. export function className(name: string, module?: string): (target: Object) => void;
  33133. /**
  33134. * An implementation of a loop for asynchronous functions.
  33135. */
  33136. export class AsyncLoop {
  33137. /**
  33138. * Defines the number of iterations for the loop
  33139. */
  33140. iterations: number;
  33141. /**
  33142. * Defines the current index of the loop.
  33143. */
  33144. index: number;
  33145. private _done;
  33146. private _fn;
  33147. private _successCallback;
  33148. /**
  33149. * Constructor.
  33150. * @param iterations the number of iterations.
  33151. * @param func the function to run each iteration
  33152. * @param successCallback the callback that will be called upon succesful execution
  33153. * @param offset starting offset.
  33154. */
  33155. constructor(
  33156. /**
  33157. * Defines the number of iterations for the loop
  33158. */
  33159. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33160. /**
  33161. * Execute the next iteration. Must be called after the last iteration was finished.
  33162. */
  33163. executeNext(): void;
  33164. /**
  33165. * Break the loop and run the success callback.
  33166. */
  33167. breakLoop(): void;
  33168. /**
  33169. * Create and run an async loop.
  33170. * @param iterations the number of iterations.
  33171. * @param fn the function to run each iteration
  33172. * @param successCallback the callback that will be called upon succesful execution
  33173. * @param offset starting offset.
  33174. * @returns the created async loop object
  33175. */
  33176. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33177. /**
  33178. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33179. * @param iterations total number of iterations
  33180. * @param syncedIterations number of synchronous iterations in each async iteration.
  33181. * @param fn the function to call each iteration.
  33182. * @param callback a success call back that will be called when iterating stops.
  33183. * @param breakFunction a break condition (optional)
  33184. * @param timeout timeout settings for the setTimeout function. default - 0.
  33185. * @returns the created async loop object
  33186. */
  33187. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33188. }
  33189. }
  33190. declare module "babylonjs/Collisions/collisionCoordinator" {
  33191. import { Nullable } from "babylonjs/types";
  33192. import { Scene } from "babylonjs/scene";
  33193. import { Vector3 } from "babylonjs/Maths/math.vector";
  33194. import { Collider } from "babylonjs/Collisions/collider";
  33195. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33196. /** @hidden */
  33197. export interface ICollisionCoordinator {
  33198. createCollider(): Collider;
  33199. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33200. init(scene: Scene): void;
  33201. }
  33202. /** @hidden */
  33203. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33204. private _scene;
  33205. private _scaledPosition;
  33206. private _scaledVelocity;
  33207. private _finalPosition;
  33208. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33209. createCollider(): Collider;
  33210. init(scene: Scene): void;
  33211. private _collideWithWorld;
  33212. }
  33213. }
  33214. declare module "babylonjs/Inputs/scene.inputManager" {
  33215. import { Nullable } from "babylonjs/types";
  33216. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33217. import { Vector2 } from "babylonjs/Maths/math.vector";
  33218. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33219. import { Scene } from "babylonjs/scene";
  33220. /**
  33221. * Class used to manage all inputs for the scene.
  33222. */
  33223. export class InputManager {
  33224. /** The distance in pixel that you have to move to prevent some events */
  33225. static DragMovementThreshold: number;
  33226. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33227. static LongPressDelay: number;
  33228. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33229. static DoubleClickDelay: number;
  33230. /** If you need to check double click without raising a single click at first click, enable this flag */
  33231. static ExclusiveDoubleClickMode: boolean;
  33232. private _wheelEventName;
  33233. private _onPointerMove;
  33234. private _onPointerDown;
  33235. private _onPointerUp;
  33236. private _initClickEvent;
  33237. private _initActionManager;
  33238. private _delayedSimpleClick;
  33239. private _delayedSimpleClickTimeout;
  33240. private _previousDelayedSimpleClickTimeout;
  33241. private _meshPickProceed;
  33242. private _previousButtonPressed;
  33243. private _currentPickResult;
  33244. private _previousPickResult;
  33245. private _totalPointersPressed;
  33246. private _doubleClickOccured;
  33247. private _pointerOverMesh;
  33248. private _pickedDownMesh;
  33249. private _pickedUpMesh;
  33250. private _pointerX;
  33251. private _pointerY;
  33252. private _unTranslatedPointerX;
  33253. private _unTranslatedPointerY;
  33254. private _startingPointerPosition;
  33255. private _previousStartingPointerPosition;
  33256. private _startingPointerTime;
  33257. private _previousStartingPointerTime;
  33258. private _pointerCaptures;
  33259. private _onKeyDown;
  33260. private _onKeyUp;
  33261. private _onCanvasFocusObserver;
  33262. private _onCanvasBlurObserver;
  33263. private _scene;
  33264. /**
  33265. * Creates a new InputManager
  33266. * @param scene defines the hosting scene
  33267. */
  33268. constructor(scene: Scene);
  33269. /**
  33270. * Gets the mesh that is currently under the pointer
  33271. */
  33272. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33273. /**
  33274. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33275. */
  33276. readonly unTranslatedPointer: Vector2;
  33277. /**
  33278. * Gets or sets the current on-screen X position of the pointer
  33279. */
  33280. pointerX: number;
  33281. /**
  33282. * Gets or sets the current on-screen Y position of the pointer
  33283. */
  33284. pointerY: number;
  33285. private _updatePointerPosition;
  33286. private _processPointerMove;
  33287. private _setRayOnPointerInfo;
  33288. private _checkPrePointerObservable;
  33289. /**
  33290. * Use this method to simulate a pointer move on a mesh
  33291. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33292. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33293. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33294. */
  33295. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33296. /**
  33297. * Use this method to simulate a pointer down on a mesh
  33298. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33299. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33300. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33301. */
  33302. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33303. private _processPointerDown;
  33304. /** @hidden */
  33305. _isPointerSwiping(): boolean;
  33306. /**
  33307. * Use this method to simulate a pointer up on a mesh
  33308. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33309. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33310. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33311. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33312. */
  33313. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33314. private _processPointerUp;
  33315. /**
  33316. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33317. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33318. * @returns true if the pointer was captured
  33319. */
  33320. isPointerCaptured(pointerId?: number): boolean;
  33321. /**
  33322. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33323. * @param attachUp defines if you want to attach events to pointerup
  33324. * @param attachDown defines if you want to attach events to pointerdown
  33325. * @param attachMove defines if you want to attach events to pointermove
  33326. */
  33327. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33328. /**
  33329. * Detaches all event handlers
  33330. */
  33331. detachControl(): void;
  33332. /**
  33333. * Force the value of meshUnderPointer
  33334. * @param mesh defines the mesh to use
  33335. */
  33336. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33337. /**
  33338. * Gets the mesh under the pointer
  33339. * @returns a Mesh or null if no mesh is under the pointer
  33340. */
  33341. getPointerOverMesh(): Nullable<AbstractMesh>;
  33342. }
  33343. }
  33344. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33345. /**
  33346. * Helper class used to generate session unique ID
  33347. */
  33348. export class UniqueIdGenerator {
  33349. private static _UniqueIdCounter;
  33350. /**
  33351. * Gets an unique (relatively to the current scene) Id
  33352. */
  33353. static readonly UniqueId: number;
  33354. }
  33355. }
  33356. declare module "babylonjs/Animations/animationGroup" {
  33357. import { Animatable } from "babylonjs/Animations/animatable";
  33358. import { Animation } from "babylonjs/Animations/animation";
  33359. import { Scene, IDisposable } from "babylonjs/scene";
  33360. import { Observable } from "babylonjs/Misc/observable";
  33361. import { Nullable } from "babylonjs/types";
  33362. import "babylonjs/Animations/animatable";
  33363. /**
  33364. * This class defines the direct association between an animation and a target
  33365. */
  33366. export class TargetedAnimation {
  33367. /**
  33368. * Animation to perform
  33369. */
  33370. animation: Animation;
  33371. /**
  33372. * Target to animate
  33373. */
  33374. target: any;
  33375. /**
  33376. * Serialize the object
  33377. * @returns the JSON object representing the current entity
  33378. */
  33379. serialize(): any;
  33380. }
  33381. /**
  33382. * Use this class to create coordinated animations on multiple targets
  33383. */
  33384. export class AnimationGroup implements IDisposable {
  33385. /** The name of the animation group */
  33386. name: string;
  33387. private _scene;
  33388. private _targetedAnimations;
  33389. private _animatables;
  33390. private _from;
  33391. private _to;
  33392. private _isStarted;
  33393. private _isPaused;
  33394. private _speedRatio;
  33395. private _loopAnimation;
  33396. /**
  33397. * Gets or sets the unique id of the node
  33398. */
  33399. uniqueId: number;
  33400. /**
  33401. * This observable will notify when one animation have ended
  33402. */
  33403. onAnimationEndObservable: Observable<TargetedAnimation>;
  33404. /**
  33405. * Observer raised when one animation loops
  33406. */
  33407. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33408. /**
  33409. * This observable will notify when all animations have ended.
  33410. */
  33411. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33412. /**
  33413. * This observable will notify when all animations have paused.
  33414. */
  33415. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * This observable will notify when all animations are playing.
  33418. */
  33419. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33420. /**
  33421. * Gets the first frame
  33422. */
  33423. readonly from: number;
  33424. /**
  33425. * Gets the last frame
  33426. */
  33427. readonly to: number;
  33428. /**
  33429. * Define if the animations are started
  33430. */
  33431. readonly isStarted: boolean;
  33432. /**
  33433. * Gets a value indicating that the current group is playing
  33434. */
  33435. readonly isPlaying: boolean;
  33436. /**
  33437. * Gets or sets the speed ratio to use for all animations
  33438. */
  33439. /**
  33440. * Gets or sets the speed ratio to use for all animations
  33441. */
  33442. speedRatio: number;
  33443. /**
  33444. * Gets or sets if all animations should loop or not
  33445. */
  33446. loopAnimation: boolean;
  33447. /**
  33448. * Gets the targeted animations for this animation group
  33449. */
  33450. readonly targetedAnimations: Array<TargetedAnimation>;
  33451. /**
  33452. * returning the list of animatables controlled by this animation group.
  33453. */
  33454. readonly animatables: Array<Animatable>;
  33455. /**
  33456. * Instantiates a new Animation Group.
  33457. * This helps managing several animations at once.
  33458. * @see http://doc.babylonjs.com/how_to/group
  33459. * @param name Defines the name of the group
  33460. * @param scene Defines the scene the group belongs to
  33461. */
  33462. constructor(
  33463. /** The name of the animation group */
  33464. name: string, scene?: Nullable<Scene>);
  33465. /**
  33466. * Add an animation (with its target) in the group
  33467. * @param animation defines the animation we want to add
  33468. * @param target defines the target of the animation
  33469. * @returns the TargetedAnimation object
  33470. */
  33471. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33472. /**
  33473. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33474. * It can add constant keys at begin or end
  33475. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33476. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33477. * @returns the animation group
  33478. */
  33479. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33480. /**
  33481. * Start all animations on given targets
  33482. * @param loop defines if animations must loop
  33483. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33484. * @param from defines the from key (optional)
  33485. * @param to defines the to key (optional)
  33486. * @returns the current animation group
  33487. */
  33488. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33489. /**
  33490. * Pause all animations
  33491. * @returns the animation group
  33492. */
  33493. pause(): AnimationGroup;
  33494. /**
  33495. * Play all animations to initial state
  33496. * This function will start() the animations if they were not started or will restart() them if they were paused
  33497. * @param loop defines if animations must loop
  33498. * @returns the animation group
  33499. */
  33500. play(loop?: boolean): AnimationGroup;
  33501. /**
  33502. * Reset all animations to initial state
  33503. * @returns the animation group
  33504. */
  33505. reset(): AnimationGroup;
  33506. /**
  33507. * Restart animations from key 0
  33508. * @returns the animation group
  33509. */
  33510. restart(): AnimationGroup;
  33511. /**
  33512. * Stop all animations
  33513. * @returns the animation group
  33514. */
  33515. stop(): AnimationGroup;
  33516. /**
  33517. * Set animation weight for all animatables
  33518. * @param weight defines the weight to use
  33519. * @return the animationGroup
  33520. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33521. */
  33522. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33523. /**
  33524. * Synchronize and normalize all animatables with a source animatable
  33525. * @param root defines the root animatable to synchronize with
  33526. * @return the animationGroup
  33527. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33528. */
  33529. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33530. /**
  33531. * Goes to a specific frame in this animation group
  33532. * @param frame the frame number to go to
  33533. * @return the animationGroup
  33534. */
  33535. goToFrame(frame: number): AnimationGroup;
  33536. /**
  33537. * Dispose all associated resources
  33538. */
  33539. dispose(): void;
  33540. private _checkAnimationGroupEnded;
  33541. /**
  33542. * Clone the current animation group and returns a copy
  33543. * @param newName defines the name of the new group
  33544. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33545. * @returns the new aniamtion group
  33546. */
  33547. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33548. /**
  33549. * Serializes the animationGroup to an object
  33550. * @returns Serialized object
  33551. */
  33552. serialize(): any;
  33553. /**
  33554. * Returns a new AnimationGroup object parsed from the source provided.
  33555. * @param parsedAnimationGroup defines the source
  33556. * @param scene defines the scene that will receive the animationGroup
  33557. * @returns a new AnimationGroup
  33558. */
  33559. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33560. /**
  33561. * Returns the string "AnimationGroup"
  33562. * @returns "AnimationGroup"
  33563. */
  33564. getClassName(): string;
  33565. /**
  33566. * Creates a detailled string about the object
  33567. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33568. * @returns a string representing the object
  33569. */
  33570. toString(fullDetails?: boolean): string;
  33571. }
  33572. }
  33573. declare module "babylonjs/scene" {
  33574. import { Nullable } from "babylonjs/types";
  33575. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33576. import { Observable } from "babylonjs/Misc/observable";
  33577. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33578. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33579. import { Geometry } from "babylonjs/Meshes/geometry";
  33580. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33581. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33583. import { Mesh } from "babylonjs/Meshes/mesh";
  33584. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33585. import { Bone } from "babylonjs/Bones/bone";
  33586. import { Skeleton } from "babylonjs/Bones/skeleton";
  33587. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33588. import { Camera } from "babylonjs/Cameras/camera";
  33589. import { AbstractScene } from "babylonjs/abstractScene";
  33590. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33591. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33592. import { Material } from "babylonjs/Materials/material";
  33593. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33594. import { Effect } from "babylonjs/Materials/effect";
  33595. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33596. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33597. import { Light } from "babylonjs/Lights/light";
  33598. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33599. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33600. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33601. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33602. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33603. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33604. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33605. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33606. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33607. import { Engine } from "babylonjs/Engines/engine";
  33608. import { Node } from "babylonjs/node";
  33609. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33610. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33611. import { WebRequest } from "babylonjs/Misc/webRequest";
  33612. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33613. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33614. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33615. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33616. import { Plane } from "babylonjs/Maths/math.plane";
  33617. import { Ray } from "babylonjs/Culling/ray";
  33618. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33619. import { Animation } from "babylonjs/Animations/animation";
  33620. import { Animatable } from "babylonjs/Animations/animatable";
  33621. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33622. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33623. import { Collider } from "babylonjs/Collisions/collider";
  33624. /**
  33625. * Define an interface for all classes that will hold resources
  33626. */
  33627. export interface IDisposable {
  33628. /**
  33629. * Releases all held resources
  33630. */
  33631. dispose(): void;
  33632. }
  33633. /** Interface defining initialization parameters for Scene class */
  33634. export interface SceneOptions {
  33635. /**
  33636. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33637. * It will improve performance when the number of geometries becomes important.
  33638. */
  33639. useGeometryUniqueIdsMap?: boolean;
  33640. /**
  33641. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33642. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33643. */
  33644. useMaterialMeshMap?: boolean;
  33645. /**
  33646. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33647. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33648. */
  33649. useClonedMeshhMap?: boolean;
  33650. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33651. virtual?: boolean;
  33652. }
  33653. /**
  33654. * Represents a scene to be rendered by the engine.
  33655. * @see http://doc.babylonjs.com/features/scene
  33656. */
  33657. export class Scene extends AbstractScene implements IAnimatable {
  33658. /** The fog is deactivated */
  33659. static readonly FOGMODE_NONE: number;
  33660. /** The fog density is following an exponential function */
  33661. static readonly FOGMODE_EXP: number;
  33662. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33663. static readonly FOGMODE_EXP2: number;
  33664. /** The fog density is following a linear function. */
  33665. static readonly FOGMODE_LINEAR: number;
  33666. /**
  33667. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33668. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33669. */
  33670. static MinDeltaTime: number;
  33671. /**
  33672. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33673. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33674. */
  33675. static MaxDeltaTime: number;
  33676. /**
  33677. * Factory used to create the default material.
  33678. * @param name The name of the material to create
  33679. * @param scene The scene to create the material for
  33680. * @returns The default material
  33681. */
  33682. static DefaultMaterialFactory(scene: Scene): Material;
  33683. /**
  33684. * Factory used to create the a collision coordinator.
  33685. * @returns The collision coordinator
  33686. */
  33687. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33688. /** @hidden */
  33689. _inputManager: InputManager;
  33690. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33691. cameraToUseForPointers: Nullable<Camera>;
  33692. /** @hidden */
  33693. readonly _isScene: boolean;
  33694. /**
  33695. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33696. */
  33697. autoClear: boolean;
  33698. /**
  33699. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33700. */
  33701. autoClearDepthAndStencil: boolean;
  33702. /**
  33703. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33704. */
  33705. clearColor: Color4;
  33706. /**
  33707. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33708. */
  33709. ambientColor: Color3;
  33710. /**
  33711. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33712. * It should only be one of the following (if not the default embedded one):
  33713. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33714. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33715. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33716. * The material properties need to be setup according to the type of texture in use.
  33717. */
  33718. environmentBRDFTexture: BaseTexture;
  33719. /** @hidden */
  33720. protected _environmentTexture: Nullable<BaseTexture>;
  33721. /**
  33722. * Texture used in all pbr material as the reflection texture.
  33723. * As in the majority of the scene they are the same (exception for multi room and so on),
  33724. * this is easier to reference from here than from all the materials.
  33725. */
  33726. /**
  33727. * Texture used in all pbr material as the reflection texture.
  33728. * As in the majority of the scene they are the same (exception for multi room and so on),
  33729. * this is easier to set here than in all the materials.
  33730. */
  33731. environmentTexture: Nullable<BaseTexture>;
  33732. /** @hidden */
  33733. protected _environmentIntensity: number;
  33734. /**
  33735. * Intensity of the environment in all pbr material.
  33736. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33737. * As in the majority of the scene they are the same (exception for multi room and so on),
  33738. * this is easier to reference from here than from all the materials.
  33739. */
  33740. /**
  33741. * Intensity of the environment in all pbr material.
  33742. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33743. * As in the majority of the scene they are the same (exception for multi room and so on),
  33744. * this is easier to set here than in all the materials.
  33745. */
  33746. environmentIntensity: number;
  33747. /** @hidden */
  33748. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33749. /**
  33750. * Default image processing configuration used either in the rendering
  33751. * Forward main pass or through the imageProcessingPostProcess if present.
  33752. * As in the majority of the scene they are the same (exception for multi camera),
  33753. * this is easier to reference from here than from all the materials and post process.
  33754. *
  33755. * No setter as we it is a shared configuration, you can set the values instead.
  33756. */
  33757. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33758. private _forceWireframe;
  33759. /**
  33760. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33761. */
  33762. forceWireframe: boolean;
  33763. private _forcePointsCloud;
  33764. /**
  33765. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33766. */
  33767. forcePointsCloud: boolean;
  33768. /**
  33769. * Gets or sets the active clipplane 1
  33770. */
  33771. clipPlane: Nullable<Plane>;
  33772. /**
  33773. * Gets or sets the active clipplane 2
  33774. */
  33775. clipPlane2: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 3
  33778. */
  33779. clipPlane3: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets the active clipplane 4
  33782. */
  33783. clipPlane4: Nullable<Plane>;
  33784. /**
  33785. * Gets or sets a boolean indicating if animations are enabled
  33786. */
  33787. animationsEnabled: boolean;
  33788. private _animationPropertiesOverride;
  33789. /**
  33790. * Gets or sets the animation properties override
  33791. */
  33792. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33793. /**
  33794. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33795. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33796. */
  33797. useConstantAnimationDeltaTime: boolean;
  33798. /**
  33799. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33800. * Please note that it requires to run a ray cast through the scene on every frame
  33801. */
  33802. constantlyUpdateMeshUnderPointer: boolean;
  33803. /**
  33804. * Defines the HTML cursor to use when hovering over interactive elements
  33805. */
  33806. hoverCursor: string;
  33807. /**
  33808. * Defines the HTML default cursor to use (empty by default)
  33809. */
  33810. defaultCursor: string;
  33811. /**
  33812. * This is used to call preventDefault() on pointer down
  33813. * in order to block unwanted artifacts like system double clicks
  33814. */
  33815. preventDefaultOnPointerDown: boolean;
  33816. /**
  33817. * This is used to call preventDefault() on pointer up
  33818. * in order to block unwanted artifacts like system double clicks
  33819. */
  33820. preventDefaultOnPointerUp: boolean;
  33821. /**
  33822. * Gets or sets user defined metadata
  33823. */
  33824. metadata: any;
  33825. /**
  33826. * For internal use only. Please do not use.
  33827. */
  33828. reservedDataStore: any;
  33829. /**
  33830. * Gets the name of the plugin used to load this scene (null by default)
  33831. */
  33832. loadingPluginName: string;
  33833. /**
  33834. * Use this array to add regular expressions used to disable offline support for specific urls
  33835. */
  33836. disableOfflineSupportExceptionRules: RegExp[];
  33837. /**
  33838. * An event triggered when the scene is disposed.
  33839. */
  33840. onDisposeObservable: Observable<Scene>;
  33841. private _onDisposeObserver;
  33842. /** Sets a function to be executed when this scene is disposed. */
  33843. onDispose: () => void;
  33844. /**
  33845. * An event triggered before rendering the scene (right after animations and physics)
  33846. */
  33847. onBeforeRenderObservable: Observable<Scene>;
  33848. private _onBeforeRenderObserver;
  33849. /** Sets a function to be executed before rendering this scene */
  33850. beforeRender: Nullable<() => void>;
  33851. /**
  33852. * An event triggered after rendering the scene
  33853. */
  33854. onAfterRenderObservable: Observable<Scene>;
  33855. /**
  33856. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33857. */
  33858. onAfterRenderCameraObservable: Observable<Camera>;
  33859. private _onAfterRenderObserver;
  33860. /** Sets a function to be executed after rendering this scene */
  33861. afterRender: Nullable<() => void>;
  33862. /**
  33863. * An event triggered before animating the scene
  33864. */
  33865. onBeforeAnimationsObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered after animations processing
  33868. */
  33869. onAfterAnimationsObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered before draw calls are ready to be sent
  33872. */
  33873. onBeforeDrawPhaseObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered after draw calls have been sent
  33876. */
  33877. onAfterDrawPhaseObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered when the scene is ready
  33880. */
  33881. onReadyObservable: Observable<Scene>;
  33882. /**
  33883. * An event triggered before rendering a camera
  33884. */
  33885. onBeforeCameraRenderObservable: Observable<Camera>;
  33886. private _onBeforeCameraRenderObserver;
  33887. /** Sets a function to be executed before rendering a camera*/
  33888. beforeCameraRender: () => void;
  33889. /**
  33890. * An event triggered after rendering a camera
  33891. */
  33892. onAfterCameraRenderObservable: Observable<Camera>;
  33893. private _onAfterCameraRenderObserver;
  33894. /** Sets a function to be executed after rendering a camera*/
  33895. afterCameraRender: () => void;
  33896. /**
  33897. * An event triggered when active meshes evaluation is about to start
  33898. */
  33899. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33900. /**
  33901. * An event triggered when active meshes evaluation is done
  33902. */
  33903. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33904. /**
  33905. * An event triggered when particles rendering is about to start
  33906. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33907. */
  33908. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33909. /**
  33910. * An event triggered when particles rendering is done
  33911. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33912. */
  33913. onAfterParticlesRenderingObservable: Observable<Scene>;
  33914. /**
  33915. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33916. */
  33917. onDataLoadedObservable: Observable<Scene>;
  33918. /**
  33919. * An event triggered when a camera is created
  33920. */
  33921. onNewCameraAddedObservable: Observable<Camera>;
  33922. /**
  33923. * An event triggered when a camera is removed
  33924. */
  33925. onCameraRemovedObservable: Observable<Camera>;
  33926. /**
  33927. * An event triggered when a light is created
  33928. */
  33929. onNewLightAddedObservable: Observable<Light>;
  33930. /**
  33931. * An event triggered when a light is removed
  33932. */
  33933. onLightRemovedObservable: Observable<Light>;
  33934. /**
  33935. * An event triggered when a geometry is created
  33936. */
  33937. onNewGeometryAddedObservable: Observable<Geometry>;
  33938. /**
  33939. * An event triggered when a geometry is removed
  33940. */
  33941. onGeometryRemovedObservable: Observable<Geometry>;
  33942. /**
  33943. * An event triggered when a transform node is created
  33944. */
  33945. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33946. /**
  33947. * An event triggered when a transform node is removed
  33948. */
  33949. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33950. /**
  33951. * An event triggered when a mesh is created
  33952. */
  33953. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33954. /**
  33955. * An event triggered when a mesh is removed
  33956. */
  33957. onMeshRemovedObservable: Observable<AbstractMesh>;
  33958. /**
  33959. * An event triggered when a skeleton is created
  33960. */
  33961. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33962. /**
  33963. * An event triggered when a skeleton is removed
  33964. */
  33965. onSkeletonRemovedObservable: Observable<Skeleton>;
  33966. /**
  33967. * An event triggered when a material is created
  33968. */
  33969. onNewMaterialAddedObservable: Observable<Material>;
  33970. /**
  33971. * An event triggered when a material is removed
  33972. */
  33973. onMaterialRemovedObservable: Observable<Material>;
  33974. /**
  33975. * An event triggered when a texture is created
  33976. */
  33977. onNewTextureAddedObservable: Observable<BaseTexture>;
  33978. /**
  33979. * An event triggered when a texture is removed
  33980. */
  33981. onTextureRemovedObservable: Observable<BaseTexture>;
  33982. /**
  33983. * An event triggered when render targets are about to be rendered
  33984. * Can happen multiple times per frame.
  33985. */
  33986. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33987. /**
  33988. * An event triggered when render targets were rendered.
  33989. * Can happen multiple times per frame.
  33990. */
  33991. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33992. /**
  33993. * An event triggered before calculating deterministic simulation step
  33994. */
  33995. onBeforeStepObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered after calculating deterministic simulation step
  33998. */
  33999. onAfterStepObservable: Observable<Scene>;
  34000. /**
  34001. * An event triggered when the activeCamera property is updated
  34002. */
  34003. onActiveCameraChanged: Observable<Scene>;
  34004. /**
  34005. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34006. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34007. * 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)
  34008. */
  34009. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34010. /**
  34011. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34012. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34013. * 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)
  34014. */
  34015. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34016. /**
  34017. * This Observable will when a mesh has been imported into the scene.
  34018. */
  34019. onMeshImportedObservable: Observable<AbstractMesh>;
  34020. /**
  34021. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34022. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34023. */
  34024. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34025. /** @hidden */
  34026. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34027. /**
  34028. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34029. */
  34030. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34033. */
  34034. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34035. /**
  34036. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34037. */
  34038. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34039. /** Callback called when a pointer move is detected */
  34040. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34041. /** Callback called when a pointer down is detected */
  34042. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34043. /** Callback called when a pointer up is detected */
  34044. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34045. /** Callback called when a pointer pick is detected */
  34046. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34047. /**
  34048. * 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).
  34049. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34050. */
  34051. onPrePointerObservable: Observable<PointerInfoPre>;
  34052. /**
  34053. * Observable event triggered each time an input event is received from the rendering canvas
  34054. */
  34055. onPointerObservable: Observable<PointerInfo>;
  34056. /**
  34057. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34058. */
  34059. readonly unTranslatedPointer: Vector2;
  34060. /**
  34061. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34062. */
  34063. static DragMovementThreshold: number;
  34064. /**
  34065. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34066. */
  34067. static LongPressDelay: number;
  34068. /**
  34069. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34070. */
  34071. static DoubleClickDelay: number;
  34072. /** If you need to check double click without raising a single click at first click, enable this flag */
  34073. static ExclusiveDoubleClickMode: boolean;
  34074. /** @hidden */
  34075. _mirroredCameraPosition: Nullable<Vector3>;
  34076. /**
  34077. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34078. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34079. */
  34080. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34081. /**
  34082. * Observable event triggered each time an keyboard event is received from the hosting window
  34083. */
  34084. onKeyboardObservable: Observable<KeyboardInfo>;
  34085. private _useRightHandedSystem;
  34086. /**
  34087. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34088. */
  34089. useRightHandedSystem: boolean;
  34090. private _timeAccumulator;
  34091. private _currentStepId;
  34092. private _currentInternalStep;
  34093. /**
  34094. * Sets the step Id used by deterministic lock step
  34095. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34096. * @param newStepId defines the step Id
  34097. */
  34098. setStepId(newStepId: number): void;
  34099. /**
  34100. * Gets the step Id used by deterministic lock step
  34101. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34102. * @returns the step Id
  34103. */
  34104. getStepId(): number;
  34105. /**
  34106. * Gets the internal step used by deterministic lock step
  34107. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34108. * @returns the internal step
  34109. */
  34110. getInternalStep(): number;
  34111. private _fogEnabled;
  34112. /**
  34113. * Gets or sets a boolean indicating if fog is enabled on this scene
  34114. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34115. * (Default is true)
  34116. */
  34117. fogEnabled: boolean;
  34118. private _fogMode;
  34119. /**
  34120. * Gets or sets the fog mode to use
  34121. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34122. * | mode | value |
  34123. * | --- | --- |
  34124. * | FOGMODE_NONE | 0 |
  34125. * | FOGMODE_EXP | 1 |
  34126. * | FOGMODE_EXP2 | 2 |
  34127. * | FOGMODE_LINEAR | 3 |
  34128. */
  34129. fogMode: number;
  34130. /**
  34131. * Gets or sets the fog color to use
  34132. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34133. * (Default is Color3(0.2, 0.2, 0.3))
  34134. */
  34135. fogColor: Color3;
  34136. /**
  34137. * Gets or sets the fog density to use
  34138. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34139. * (Default is 0.1)
  34140. */
  34141. fogDensity: number;
  34142. /**
  34143. * Gets or sets the fog start distance to use
  34144. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34145. * (Default is 0)
  34146. */
  34147. fogStart: number;
  34148. /**
  34149. * Gets or sets the fog end distance to use
  34150. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34151. * (Default is 1000)
  34152. */
  34153. fogEnd: number;
  34154. private _shadowsEnabled;
  34155. /**
  34156. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34157. */
  34158. shadowsEnabled: boolean;
  34159. private _lightsEnabled;
  34160. /**
  34161. * Gets or sets a boolean indicating if lights are enabled on this scene
  34162. */
  34163. lightsEnabled: boolean;
  34164. /** All of the active cameras added to this scene. */
  34165. activeCameras: Camera[];
  34166. /** @hidden */
  34167. _activeCamera: Nullable<Camera>;
  34168. /** Gets or sets the current active camera */
  34169. activeCamera: Nullable<Camera>;
  34170. private _defaultMaterial;
  34171. /** The default material used on meshes when no material is affected */
  34172. /** The default material used on meshes when no material is affected */
  34173. defaultMaterial: Material;
  34174. private _texturesEnabled;
  34175. /**
  34176. * Gets or sets a boolean indicating if textures are enabled on this scene
  34177. */
  34178. texturesEnabled: boolean;
  34179. /**
  34180. * Gets or sets a boolean indicating if particles are enabled on this scene
  34181. */
  34182. particlesEnabled: boolean;
  34183. /**
  34184. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34185. */
  34186. spritesEnabled: boolean;
  34187. private _skeletonsEnabled;
  34188. /**
  34189. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34190. */
  34191. skeletonsEnabled: boolean;
  34192. /**
  34193. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34194. */
  34195. lensFlaresEnabled: boolean;
  34196. /**
  34197. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34198. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34199. */
  34200. collisionsEnabled: boolean;
  34201. private _collisionCoordinator;
  34202. /** @hidden */
  34203. readonly collisionCoordinator: ICollisionCoordinator;
  34204. /**
  34205. * Defines the gravity applied to this scene (used only for collisions)
  34206. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34207. */
  34208. gravity: Vector3;
  34209. /**
  34210. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34211. */
  34212. postProcessesEnabled: boolean;
  34213. /**
  34214. * The list of postprocesses added to the scene
  34215. */
  34216. postProcesses: PostProcess[];
  34217. /**
  34218. * Gets the current postprocess manager
  34219. */
  34220. postProcessManager: PostProcessManager;
  34221. /**
  34222. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34223. */
  34224. renderTargetsEnabled: boolean;
  34225. /**
  34226. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34227. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34228. */
  34229. dumpNextRenderTargets: boolean;
  34230. /**
  34231. * The list of user defined render targets added to the scene
  34232. */
  34233. customRenderTargets: RenderTargetTexture[];
  34234. /**
  34235. * Defines if texture loading must be delayed
  34236. * If true, textures will only be loaded when they need to be rendered
  34237. */
  34238. useDelayedTextureLoading: boolean;
  34239. /**
  34240. * Gets the list of meshes imported to the scene through SceneLoader
  34241. */
  34242. importedMeshesFiles: String[];
  34243. /**
  34244. * Gets or sets a boolean indicating if probes are enabled on this scene
  34245. */
  34246. probesEnabled: boolean;
  34247. /**
  34248. * Gets or sets the current offline provider to use to store scene data
  34249. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34250. */
  34251. offlineProvider: IOfflineProvider;
  34252. /**
  34253. * Gets or sets the action manager associated with the scene
  34254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34255. */
  34256. actionManager: AbstractActionManager;
  34257. private _meshesForIntersections;
  34258. /**
  34259. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34260. */
  34261. proceduralTexturesEnabled: boolean;
  34262. private _engine;
  34263. private _totalVertices;
  34264. /** @hidden */
  34265. _activeIndices: PerfCounter;
  34266. /** @hidden */
  34267. _activeParticles: PerfCounter;
  34268. /** @hidden */
  34269. _activeBones: PerfCounter;
  34270. private _animationRatio;
  34271. /** @hidden */
  34272. _animationTimeLast: number;
  34273. /** @hidden */
  34274. _animationTime: number;
  34275. /**
  34276. * Gets or sets a general scale for animation speed
  34277. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34278. */
  34279. animationTimeScale: number;
  34280. /** @hidden */
  34281. _cachedMaterial: Nullable<Material>;
  34282. /** @hidden */
  34283. _cachedEffect: Nullable<Effect>;
  34284. /** @hidden */
  34285. _cachedVisibility: Nullable<number>;
  34286. private _renderId;
  34287. private _frameId;
  34288. private _executeWhenReadyTimeoutId;
  34289. private _intermediateRendering;
  34290. private _viewUpdateFlag;
  34291. private _projectionUpdateFlag;
  34292. /** @hidden */
  34293. _toBeDisposed: Nullable<IDisposable>[];
  34294. private _activeRequests;
  34295. /** @hidden */
  34296. _pendingData: any[];
  34297. private _isDisposed;
  34298. /**
  34299. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34300. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34301. */
  34302. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34303. private _activeMeshes;
  34304. private _processedMaterials;
  34305. private _renderTargets;
  34306. /** @hidden */
  34307. _activeParticleSystems: SmartArray<IParticleSystem>;
  34308. private _activeSkeletons;
  34309. private _softwareSkinnedMeshes;
  34310. private _renderingManager;
  34311. /** @hidden */
  34312. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34313. private _transformMatrix;
  34314. private _sceneUbo;
  34315. /** @hidden */
  34316. _viewMatrix: Matrix;
  34317. private _projectionMatrix;
  34318. /** @hidden */
  34319. _forcedViewPosition: Nullable<Vector3>;
  34320. /** @hidden */
  34321. _frustumPlanes: Plane[];
  34322. /**
  34323. * Gets the list of frustum planes (built from the active camera)
  34324. */
  34325. readonly frustumPlanes: Plane[];
  34326. /**
  34327. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34328. * This is useful if there are more lights that the maximum simulteanous authorized
  34329. */
  34330. requireLightSorting: boolean;
  34331. /** @hidden */
  34332. readonly useMaterialMeshMap: boolean;
  34333. /** @hidden */
  34334. readonly useClonedMeshhMap: boolean;
  34335. private _externalData;
  34336. private _uid;
  34337. /**
  34338. * @hidden
  34339. * Backing store of defined scene components.
  34340. */
  34341. _components: ISceneComponent[];
  34342. /**
  34343. * @hidden
  34344. * Backing store of defined scene components.
  34345. */
  34346. _serializableComponents: ISceneSerializableComponent[];
  34347. /**
  34348. * List of components to register on the next registration step.
  34349. */
  34350. private _transientComponents;
  34351. /**
  34352. * Registers the transient components if needed.
  34353. */
  34354. private _registerTransientComponents;
  34355. /**
  34356. * @hidden
  34357. * Add a component to the scene.
  34358. * Note that the ccomponent could be registered on th next frame if this is called after
  34359. * the register component stage.
  34360. * @param component Defines the component to add to the scene
  34361. */
  34362. _addComponent(component: ISceneComponent): void;
  34363. /**
  34364. * @hidden
  34365. * Gets a component from the scene.
  34366. * @param name defines the name of the component to retrieve
  34367. * @returns the component or null if not present
  34368. */
  34369. _getComponent(name: string): Nullable<ISceneComponent>;
  34370. /**
  34371. * @hidden
  34372. * Defines the actions happening before camera updates.
  34373. */
  34374. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34375. /**
  34376. * @hidden
  34377. * Defines the actions happening before clear the canvas.
  34378. */
  34379. _beforeClearStage: Stage<SimpleStageAction>;
  34380. /**
  34381. * @hidden
  34382. * Defines the actions when collecting render targets for the frame.
  34383. */
  34384. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34385. /**
  34386. * @hidden
  34387. * Defines the actions happening for one camera in the frame.
  34388. */
  34389. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34390. /**
  34391. * @hidden
  34392. * Defines the actions happening during the per mesh ready checks.
  34393. */
  34394. _isReadyForMeshStage: Stage<MeshStageAction>;
  34395. /**
  34396. * @hidden
  34397. * Defines the actions happening before evaluate active mesh checks.
  34398. */
  34399. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34400. /**
  34401. * @hidden
  34402. * Defines the actions happening during the evaluate sub mesh checks.
  34403. */
  34404. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34405. /**
  34406. * @hidden
  34407. * Defines the actions happening during the active mesh stage.
  34408. */
  34409. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34410. /**
  34411. * @hidden
  34412. * Defines the actions happening during the per camera render target step.
  34413. */
  34414. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34415. /**
  34416. * @hidden
  34417. * Defines the actions happening just before the active camera is drawing.
  34418. */
  34419. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34420. /**
  34421. * @hidden
  34422. * Defines the actions happening just before a render target is drawing.
  34423. */
  34424. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34425. /**
  34426. * @hidden
  34427. * Defines the actions happening just before a rendering group is drawing.
  34428. */
  34429. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34430. /**
  34431. * @hidden
  34432. * Defines the actions happening just before a mesh is drawing.
  34433. */
  34434. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34435. /**
  34436. * @hidden
  34437. * Defines the actions happening just after a mesh has been drawn.
  34438. */
  34439. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34440. /**
  34441. * @hidden
  34442. * Defines the actions happening just after a rendering group has been drawn.
  34443. */
  34444. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34445. /**
  34446. * @hidden
  34447. * Defines the actions happening just after the active camera has been drawn.
  34448. */
  34449. _afterCameraDrawStage: Stage<CameraStageAction>;
  34450. /**
  34451. * @hidden
  34452. * Defines the actions happening just after a render target has been drawn.
  34453. */
  34454. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34455. /**
  34456. * @hidden
  34457. * Defines the actions happening just after rendering all cameras and computing intersections.
  34458. */
  34459. _afterRenderStage: Stage<SimpleStageAction>;
  34460. /**
  34461. * @hidden
  34462. * Defines the actions happening when a pointer move event happens.
  34463. */
  34464. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34465. /**
  34466. * @hidden
  34467. * Defines the actions happening when a pointer down event happens.
  34468. */
  34469. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34470. /**
  34471. * @hidden
  34472. * Defines the actions happening when a pointer up event happens.
  34473. */
  34474. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34475. /**
  34476. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34477. */
  34478. private geometriesByUniqueId;
  34479. /**
  34480. * Creates a new Scene
  34481. * @param engine defines the engine to use to render this scene
  34482. * @param options defines the scene options
  34483. */
  34484. constructor(engine: Engine, options?: SceneOptions);
  34485. /**
  34486. * Gets a string idenfifying the name of the class
  34487. * @returns "Scene" string
  34488. */
  34489. getClassName(): string;
  34490. private _defaultMeshCandidates;
  34491. /**
  34492. * @hidden
  34493. */
  34494. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34495. private _defaultSubMeshCandidates;
  34496. /**
  34497. * @hidden
  34498. */
  34499. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34500. /**
  34501. * Sets the default candidate providers for the scene.
  34502. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34503. * and getCollidingSubMeshCandidates to their default function
  34504. */
  34505. setDefaultCandidateProviders(): void;
  34506. /**
  34507. * Gets the mesh that is currently under the pointer
  34508. */
  34509. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34510. /**
  34511. * Gets or sets the current on-screen X position of the pointer
  34512. */
  34513. pointerX: number;
  34514. /**
  34515. * Gets or sets the current on-screen Y position of the pointer
  34516. */
  34517. pointerY: number;
  34518. /**
  34519. * Gets the cached material (ie. the latest rendered one)
  34520. * @returns the cached material
  34521. */
  34522. getCachedMaterial(): Nullable<Material>;
  34523. /**
  34524. * Gets the cached effect (ie. the latest rendered one)
  34525. * @returns the cached effect
  34526. */
  34527. getCachedEffect(): Nullable<Effect>;
  34528. /**
  34529. * Gets the cached visibility state (ie. the latest rendered one)
  34530. * @returns the cached visibility state
  34531. */
  34532. getCachedVisibility(): Nullable<number>;
  34533. /**
  34534. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34535. * @param material defines the current material
  34536. * @param effect defines the current effect
  34537. * @param visibility defines the current visibility state
  34538. * @returns true if one parameter is not cached
  34539. */
  34540. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34541. /**
  34542. * Gets the engine associated with the scene
  34543. * @returns an Engine
  34544. */
  34545. getEngine(): Engine;
  34546. /**
  34547. * Gets the total number of vertices rendered per frame
  34548. * @returns the total number of vertices rendered per frame
  34549. */
  34550. getTotalVertices(): number;
  34551. /**
  34552. * Gets the performance counter for total vertices
  34553. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34554. */
  34555. readonly totalVerticesPerfCounter: PerfCounter;
  34556. /**
  34557. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34558. * @returns the total number of active indices rendered per frame
  34559. */
  34560. getActiveIndices(): number;
  34561. /**
  34562. * Gets the performance counter for active indices
  34563. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34564. */
  34565. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34566. /**
  34567. * Gets the total number of active particles rendered per frame
  34568. * @returns the total number of active particles rendered per frame
  34569. */
  34570. getActiveParticles(): number;
  34571. /**
  34572. * Gets the performance counter for active particles
  34573. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34574. */
  34575. readonly activeParticlesPerfCounter: PerfCounter;
  34576. /**
  34577. * Gets the total number of active bones rendered per frame
  34578. * @returns the total number of active bones rendered per frame
  34579. */
  34580. getActiveBones(): number;
  34581. /**
  34582. * Gets the performance counter for active bones
  34583. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34584. */
  34585. readonly activeBonesPerfCounter: PerfCounter;
  34586. /**
  34587. * Gets the array of active meshes
  34588. * @returns an array of AbstractMesh
  34589. */
  34590. getActiveMeshes(): SmartArray<AbstractMesh>;
  34591. /**
  34592. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34593. * @returns a number
  34594. */
  34595. getAnimationRatio(): number;
  34596. /**
  34597. * Gets an unique Id for the current render phase
  34598. * @returns a number
  34599. */
  34600. getRenderId(): number;
  34601. /**
  34602. * Gets an unique Id for the current frame
  34603. * @returns a number
  34604. */
  34605. getFrameId(): number;
  34606. /** Call this function if you want to manually increment the render Id*/
  34607. incrementRenderId(): void;
  34608. private _createUbo;
  34609. /**
  34610. * Use this method to simulate a pointer move on a mesh
  34611. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34612. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34613. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34614. * @returns the current scene
  34615. */
  34616. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34617. /**
  34618. * Use this method to simulate a pointer down on a mesh
  34619. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34620. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34621. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34622. * @returns the current scene
  34623. */
  34624. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34625. /**
  34626. * Use this method to simulate a pointer up on a mesh
  34627. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34628. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34629. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34630. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34631. * @returns the current scene
  34632. */
  34633. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34634. /**
  34635. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34636. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34637. * @returns true if the pointer was captured
  34638. */
  34639. isPointerCaptured(pointerId?: number): boolean;
  34640. /**
  34641. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34642. * @param attachUp defines if you want to attach events to pointerup
  34643. * @param attachDown defines if you want to attach events to pointerdown
  34644. * @param attachMove defines if you want to attach events to pointermove
  34645. */
  34646. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34647. /** Detaches all event handlers*/
  34648. detachControl(): void;
  34649. /**
  34650. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34651. * Delay loaded resources are not taking in account
  34652. * @return true if all required resources are ready
  34653. */
  34654. isReady(): boolean;
  34655. /** Resets all cached information relative to material (including effect and visibility) */
  34656. resetCachedMaterial(): void;
  34657. /**
  34658. * Registers a function to be called before every frame render
  34659. * @param func defines the function to register
  34660. */
  34661. registerBeforeRender(func: () => void): void;
  34662. /**
  34663. * Unregisters a function called before every frame render
  34664. * @param func defines the function to unregister
  34665. */
  34666. unregisterBeforeRender(func: () => void): void;
  34667. /**
  34668. * Registers a function to be called after every frame render
  34669. * @param func defines the function to register
  34670. */
  34671. registerAfterRender(func: () => void): void;
  34672. /**
  34673. * Unregisters a function called after every frame render
  34674. * @param func defines the function to unregister
  34675. */
  34676. unregisterAfterRender(func: () => void): void;
  34677. private _executeOnceBeforeRender;
  34678. /**
  34679. * The provided function will run before render once and will be disposed afterwards.
  34680. * A timeout delay can be provided so that the function will be executed in N ms.
  34681. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34682. * @param func The function to be executed.
  34683. * @param timeout optional delay in ms
  34684. */
  34685. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34686. /** @hidden */
  34687. _addPendingData(data: any): void;
  34688. /** @hidden */
  34689. _removePendingData(data: any): void;
  34690. /**
  34691. * Returns the number of items waiting to be loaded
  34692. * @returns the number of items waiting to be loaded
  34693. */
  34694. getWaitingItemsCount(): number;
  34695. /**
  34696. * Returns a boolean indicating if the scene is still loading data
  34697. */
  34698. readonly isLoading: boolean;
  34699. /**
  34700. * Registers a function to be executed when the scene is ready
  34701. * @param {Function} func - the function to be executed
  34702. */
  34703. executeWhenReady(func: () => void): void;
  34704. /**
  34705. * Returns a promise that resolves when the scene is ready
  34706. * @returns A promise that resolves when the scene is ready
  34707. */
  34708. whenReadyAsync(): Promise<void>;
  34709. /** @hidden */
  34710. _checkIsReady(): void;
  34711. /**
  34712. * Gets all animatable attached to the scene
  34713. */
  34714. readonly animatables: Animatable[];
  34715. /**
  34716. * Resets the last animation time frame.
  34717. * Useful to override when animations start running when loading a scene for the first time.
  34718. */
  34719. resetLastAnimationTimeFrame(): void;
  34720. /**
  34721. * Gets the current view matrix
  34722. * @returns a Matrix
  34723. */
  34724. getViewMatrix(): Matrix;
  34725. /**
  34726. * Gets the current projection matrix
  34727. * @returns a Matrix
  34728. */
  34729. getProjectionMatrix(): Matrix;
  34730. /**
  34731. * Gets the current transform matrix
  34732. * @returns a Matrix made of View * Projection
  34733. */
  34734. getTransformMatrix(): Matrix;
  34735. /**
  34736. * Sets the current transform matrix
  34737. * @param viewL defines the View matrix to use
  34738. * @param projectionL defines the Projection matrix to use
  34739. * @param viewR defines the right View matrix to use (if provided)
  34740. * @param projectionR defines the right Projection matrix to use (if provided)
  34741. */
  34742. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34743. /**
  34744. * Gets the uniform buffer used to store scene data
  34745. * @returns a UniformBuffer
  34746. */
  34747. getSceneUniformBuffer(): UniformBuffer;
  34748. /**
  34749. * Gets an unique (relatively to the current scene) Id
  34750. * @returns an unique number for the scene
  34751. */
  34752. getUniqueId(): number;
  34753. /**
  34754. * Add a mesh to the list of scene's meshes
  34755. * @param newMesh defines the mesh to add
  34756. * @param recursive if all child meshes should also be added to the scene
  34757. */
  34758. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34759. /**
  34760. * Remove a mesh for the list of scene's meshes
  34761. * @param toRemove defines the mesh to remove
  34762. * @param recursive if all child meshes should also be removed from the scene
  34763. * @returns the index where the mesh was in the mesh list
  34764. */
  34765. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34766. /**
  34767. * Add a transform node to the list of scene's transform nodes
  34768. * @param newTransformNode defines the transform node to add
  34769. */
  34770. addTransformNode(newTransformNode: TransformNode): void;
  34771. /**
  34772. * Remove a transform node for the list of scene's transform nodes
  34773. * @param toRemove defines the transform node to remove
  34774. * @returns the index where the transform node was in the transform node list
  34775. */
  34776. removeTransformNode(toRemove: TransformNode): number;
  34777. /**
  34778. * Remove a skeleton for the list of scene's skeletons
  34779. * @param toRemove defines the skeleton to remove
  34780. * @returns the index where the skeleton was in the skeleton list
  34781. */
  34782. removeSkeleton(toRemove: Skeleton): number;
  34783. /**
  34784. * Remove a morph target for the list of scene's morph targets
  34785. * @param toRemove defines the morph target to remove
  34786. * @returns the index where the morph target was in the morph target list
  34787. */
  34788. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34789. /**
  34790. * Remove a light for the list of scene's lights
  34791. * @param toRemove defines the light to remove
  34792. * @returns the index where the light was in the light list
  34793. */
  34794. removeLight(toRemove: Light): number;
  34795. /**
  34796. * Remove a camera for the list of scene's cameras
  34797. * @param toRemove defines the camera to remove
  34798. * @returns the index where the camera was in the camera list
  34799. */
  34800. removeCamera(toRemove: Camera): number;
  34801. /**
  34802. * Remove a particle system for the list of scene's particle systems
  34803. * @param toRemove defines the particle system to remove
  34804. * @returns the index where the particle system was in the particle system list
  34805. */
  34806. removeParticleSystem(toRemove: IParticleSystem): number;
  34807. /**
  34808. * Remove a animation for the list of scene's animations
  34809. * @param toRemove defines the animation to remove
  34810. * @returns the index where the animation was in the animation list
  34811. */
  34812. removeAnimation(toRemove: Animation): number;
  34813. /**
  34814. * Will stop the animation of the given target
  34815. * @param target - the target
  34816. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34817. * @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)
  34818. */
  34819. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34820. /**
  34821. * Removes the given animation group from this scene.
  34822. * @param toRemove The animation group to remove
  34823. * @returns The index of the removed animation group
  34824. */
  34825. removeAnimationGroup(toRemove: AnimationGroup): number;
  34826. /**
  34827. * Removes the given multi-material from this scene.
  34828. * @param toRemove The multi-material to remove
  34829. * @returns The index of the removed multi-material
  34830. */
  34831. removeMultiMaterial(toRemove: MultiMaterial): number;
  34832. /**
  34833. * Removes the given material from this scene.
  34834. * @param toRemove The material to remove
  34835. * @returns The index of the removed material
  34836. */
  34837. removeMaterial(toRemove: Material): number;
  34838. /**
  34839. * Removes the given action manager from this scene.
  34840. * @param toRemove The action manager to remove
  34841. * @returns The index of the removed action manager
  34842. */
  34843. removeActionManager(toRemove: AbstractActionManager): number;
  34844. /**
  34845. * Removes the given texture from this scene.
  34846. * @param toRemove The texture to remove
  34847. * @returns The index of the removed texture
  34848. */
  34849. removeTexture(toRemove: BaseTexture): number;
  34850. /**
  34851. * Adds the given light to this scene
  34852. * @param newLight The light to add
  34853. */
  34854. addLight(newLight: Light): void;
  34855. /**
  34856. * Sorts the list list based on light priorities
  34857. */
  34858. sortLightsByPriority(): void;
  34859. /**
  34860. * Adds the given camera to this scene
  34861. * @param newCamera The camera to add
  34862. */
  34863. addCamera(newCamera: Camera): void;
  34864. /**
  34865. * Adds the given skeleton to this scene
  34866. * @param newSkeleton The skeleton to add
  34867. */
  34868. addSkeleton(newSkeleton: Skeleton): void;
  34869. /**
  34870. * Adds the given particle system to this scene
  34871. * @param newParticleSystem The particle system to add
  34872. */
  34873. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34874. /**
  34875. * Adds the given animation to this scene
  34876. * @param newAnimation The animation to add
  34877. */
  34878. addAnimation(newAnimation: Animation): void;
  34879. /**
  34880. * Adds the given animation group to this scene.
  34881. * @param newAnimationGroup The animation group to add
  34882. */
  34883. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34884. /**
  34885. * Adds the given multi-material to this scene
  34886. * @param newMultiMaterial The multi-material to add
  34887. */
  34888. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34889. /**
  34890. * Adds the given material to this scene
  34891. * @param newMaterial The material to add
  34892. */
  34893. addMaterial(newMaterial: Material): void;
  34894. /**
  34895. * Adds the given morph target to this scene
  34896. * @param newMorphTargetManager The morph target to add
  34897. */
  34898. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34899. /**
  34900. * Adds the given geometry to this scene
  34901. * @param newGeometry The geometry to add
  34902. */
  34903. addGeometry(newGeometry: Geometry): void;
  34904. /**
  34905. * Adds the given action manager to this scene
  34906. * @param newActionManager The action manager to add
  34907. */
  34908. addActionManager(newActionManager: AbstractActionManager): void;
  34909. /**
  34910. * Adds the given texture to this scene.
  34911. * @param newTexture The texture to add
  34912. */
  34913. addTexture(newTexture: BaseTexture): void;
  34914. /**
  34915. * Switch active camera
  34916. * @param newCamera defines the new active camera
  34917. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34918. */
  34919. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34920. /**
  34921. * sets the active camera of the scene using its ID
  34922. * @param id defines the camera's ID
  34923. * @return the new active camera or null if none found.
  34924. */
  34925. setActiveCameraByID(id: string): Nullable<Camera>;
  34926. /**
  34927. * sets the active camera of the scene using its name
  34928. * @param name defines the camera's name
  34929. * @returns the new active camera or null if none found.
  34930. */
  34931. setActiveCameraByName(name: string): Nullable<Camera>;
  34932. /**
  34933. * get an animation group using its name
  34934. * @param name defines the material's name
  34935. * @return the animation group or null if none found.
  34936. */
  34937. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34938. /**
  34939. * Get a material using its unique id
  34940. * @param uniqueId defines the material's unique id
  34941. * @return the material or null if none found.
  34942. */
  34943. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34944. /**
  34945. * get a material using its id
  34946. * @param id defines the material's ID
  34947. * @return the material or null if none found.
  34948. */
  34949. getMaterialByID(id: string): Nullable<Material>;
  34950. /**
  34951. * Gets a the last added material using a given id
  34952. * @param id defines the material's ID
  34953. * @return the last material with the given id or null if none found.
  34954. */
  34955. getLastMaterialByID(id: string): Nullable<Material>;
  34956. /**
  34957. * Gets a material using its name
  34958. * @param name defines the material's name
  34959. * @return the material or null if none found.
  34960. */
  34961. getMaterialByName(name: string): Nullable<Material>;
  34962. /**
  34963. * Get a texture using its unique id
  34964. * @param uniqueId defines the texture's unique id
  34965. * @return the texture or null if none found.
  34966. */
  34967. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34968. /**
  34969. * Gets a camera using its id
  34970. * @param id defines the id to look for
  34971. * @returns the camera or null if not found
  34972. */
  34973. getCameraByID(id: string): Nullable<Camera>;
  34974. /**
  34975. * Gets a camera using its unique id
  34976. * @param uniqueId defines the unique id to look for
  34977. * @returns the camera or null if not found
  34978. */
  34979. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34980. /**
  34981. * Gets a camera using its name
  34982. * @param name defines the camera's name
  34983. * @return the camera or null if none found.
  34984. */
  34985. getCameraByName(name: string): Nullable<Camera>;
  34986. /**
  34987. * Gets a bone using its id
  34988. * @param id defines the bone's id
  34989. * @return the bone or null if not found
  34990. */
  34991. getBoneByID(id: string): Nullable<Bone>;
  34992. /**
  34993. * Gets a bone using its id
  34994. * @param name defines the bone's name
  34995. * @return the bone or null if not found
  34996. */
  34997. getBoneByName(name: string): Nullable<Bone>;
  34998. /**
  34999. * Gets a light node using its name
  35000. * @param name defines the the light's name
  35001. * @return the light or null if none found.
  35002. */
  35003. getLightByName(name: string): Nullable<Light>;
  35004. /**
  35005. * Gets a light node using its id
  35006. * @param id defines the light's id
  35007. * @return the light or null if none found.
  35008. */
  35009. getLightByID(id: string): Nullable<Light>;
  35010. /**
  35011. * Gets a light node using its scene-generated unique ID
  35012. * @param uniqueId defines the light's unique id
  35013. * @return the light or null if none found.
  35014. */
  35015. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35016. /**
  35017. * Gets a particle system by id
  35018. * @param id defines the particle system id
  35019. * @return the corresponding system or null if none found
  35020. */
  35021. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35022. /**
  35023. * Gets a geometry using its ID
  35024. * @param id defines the geometry's id
  35025. * @return the geometry or null if none found.
  35026. */
  35027. getGeometryByID(id: string): Nullable<Geometry>;
  35028. private _getGeometryByUniqueID;
  35029. /**
  35030. * Add a new geometry to this scene
  35031. * @param geometry defines the geometry to be added to the scene.
  35032. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35033. * @return a boolean defining if the geometry was added or not
  35034. */
  35035. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35036. /**
  35037. * Removes an existing geometry
  35038. * @param geometry defines the geometry to be removed from the scene
  35039. * @return a boolean defining if the geometry was removed or not
  35040. */
  35041. removeGeometry(geometry: Geometry): boolean;
  35042. /**
  35043. * Gets the list of geometries attached to the scene
  35044. * @returns an array of Geometry
  35045. */
  35046. getGeometries(): Geometry[];
  35047. /**
  35048. * Gets the first added mesh found of a given ID
  35049. * @param id defines the id to search for
  35050. * @return the mesh found or null if not found at all
  35051. */
  35052. getMeshByID(id: string): Nullable<AbstractMesh>;
  35053. /**
  35054. * Gets a list of meshes using their id
  35055. * @param id defines the id to search for
  35056. * @returns a list of meshes
  35057. */
  35058. getMeshesByID(id: string): Array<AbstractMesh>;
  35059. /**
  35060. * Gets the first added transform node found of a given ID
  35061. * @param id defines the id to search for
  35062. * @return the found transform node or null if not found at all.
  35063. */
  35064. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35065. /**
  35066. * Gets a transform node with its auto-generated unique id
  35067. * @param uniqueId efines the unique id to search for
  35068. * @return the found transform node or null if not found at all.
  35069. */
  35070. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35071. /**
  35072. * Gets a list of transform nodes using their id
  35073. * @param id defines the id to search for
  35074. * @returns a list of transform nodes
  35075. */
  35076. getTransformNodesByID(id: string): Array<TransformNode>;
  35077. /**
  35078. * Gets a mesh with its auto-generated unique id
  35079. * @param uniqueId defines the unique id to search for
  35080. * @return the found mesh or null if not found at all.
  35081. */
  35082. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35083. /**
  35084. * Gets a the last added mesh using a given id
  35085. * @param id defines the id to search for
  35086. * @return the found mesh or null if not found at all.
  35087. */
  35088. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35089. /**
  35090. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35091. * @param id defines the id to search for
  35092. * @return the found node or null if not found at all
  35093. */
  35094. getLastEntryByID(id: string): Nullable<Node>;
  35095. /**
  35096. * Gets a node (Mesh, Camera, Light) using a given id
  35097. * @param id defines the id to search for
  35098. * @return the found node or null if not found at all
  35099. */
  35100. getNodeByID(id: string): Nullable<Node>;
  35101. /**
  35102. * Gets a node (Mesh, Camera, Light) using a given name
  35103. * @param name defines the name to search for
  35104. * @return the found node or null if not found at all.
  35105. */
  35106. getNodeByName(name: string): Nullable<Node>;
  35107. /**
  35108. * Gets a mesh using a given name
  35109. * @param name defines the name to search for
  35110. * @return the found mesh or null if not found at all.
  35111. */
  35112. getMeshByName(name: string): Nullable<AbstractMesh>;
  35113. /**
  35114. * Gets a transform node using a given name
  35115. * @param name defines the name to search for
  35116. * @return the found transform node or null if not found at all.
  35117. */
  35118. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35119. /**
  35120. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35121. * @param id defines the id to search for
  35122. * @return the found skeleton or null if not found at all.
  35123. */
  35124. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35125. /**
  35126. * Gets a skeleton using a given auto generated unique id
  35127. * @param uniqueId defines the unique id to search for
  35128. * @return the found skeleton or null if not found at all.
  35129. */
  35130. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35131. /**
  35132. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35133. * @param id defines the id to search for
  35134. * @return the found skeleton or null if not found at all.
  35135. */
  35136. getSkeletonById(id: string): Nullable<Skeleton>;
  35137. /**
  35138. * Gets a skeleton using a given name
  35139. * @param name defines the name to search for
  35140. * @return the found skeleton or null if not found at all.
  35141. */
  35142. getSkeletonByName(name: string): Nullable<Skeleton>;
  35143. /**
  35144. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35145. * @param id defines the id to search for
  35146. * @return the found morph target manager or null if not found at all.
  35147. */
  35148. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35149. /**
  35150. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35151. * @param id defines the id to search for
  35152. * @return the found morph target or null if not found at all.
  35153. */
  35154. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35155. /**
  35156. * Gets a boolean indicating if the given mesh is active
  35157. * @param mesh defines the mesh to look for
  35158. * @returns true if the mesh is in the active list
  35159. */
  35160. isActiveMesh(mesh: AbstractMesh): boolean;
  35161. /**
  35162. * Return a unique id as a string which can serve as an identifier for the scene
  35163. */
  35164. readonly uid: string;
  35165. /**
  35166. * Add an externaly attached data from its key.
  35167. * This method call will fail and return false, if such key already exists.
  35168. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35169. * @param key the unique key that identifies the data
  35170. * @param data the data object to associate to the key for this Engine instance
  35171. * @return true if no such key were already present and the data was added successfully, false otherwise
  35172. */
  35173. addExternalData<T>(key: string, data: T): boolean;
  35174. /**
  35175. * Get an externaly attached data from its key
  35176. * @param key the unique key that identifies the data
  35177. * @return the associated data, if present (can be null), or undefined if not present
  35178. */
  35179. getExternalData<T>(key: string): Nullable<T>;
  35180. /**
  35181. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35182. * @param key the unique key that identifies the data
  35183. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35184. * @return the associated data, can be null if the factory returned null.
  35185. */
  35186. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35187. /**
  35188. * Remove an externaly attached data from the Engine instance
  35189. * @param key the unique key that identifies the data
  35190. * @return true if the data was successfully removed, false if it doesn't exist
  35191. */
  35192. removeExternalData(key: string): boolean;
  35193. private _evaluateSubMesh;
  35194. /**
  35195. * Clear the processed materials smart array preventing retention point in material dispose.
  35196. */
  35197. freeProcessedMaterials(): void;
  35198. private _preventFreeActiveMeshesAndRenderingGroups;
  35199. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35200. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35201. * when disposing several meshes in a row or a hierarchy of meshes.
  35202. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35203. */
  35204. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35205. /**
  35206. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35207. */
  35208. freeActiveMeshes(): void;
  35209. /**
  35210. * Clear the info related to rendering groups preventing retention points during dispose.
  35211. */
  35212. freeRenderingGroups(): void;
  35213. /** @hidden */
  35214. _isInIntermediateRendering(): boolean;
  35215. /**
  35216. * Lambda returning the list of potentially active meshes.
  35217. */
  35218. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35219. /**
  35220. * Lambda returning the list of potentially active sub meshes.
  35221. */
  35222. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially intersecting sub meshes.
  35225. */
  35226. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35227. /**
  35228. * Lambda returning the list of potentially colliding sub meshes.
  35229. */
  35230. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35231. private _activeMeshesFrozen;
  35232. /**
  35233. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35234. * @returns the current scene
  35235. */
  35236. freezeActiveMeshes(): Scene;
  35237. /**
  35238. * Use this function to restart evaluating active meshes on every frame
  35239. * @returns the current scene
  35240. */
  35241. unfreezeActiveMeshes(): Scene;
  35242. private _evaluateActiveMeshes;
  35243. private _activeMesh;
  35244. /**
  35245. * Update the transform matrix to update from the current active camera
  35246. * @param force defines a boolean used to force the update even if cache is up to date
  35247. */
  35248. updateTransformMatrix(force?: boolean): void;
  35249. private _bindFrameBuffer;
  35250. /** @hidden */
  35251. _allowPostProcessClearColor: boolean;
  35252. /** @hidden */
  35253. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35254. private _processSubCameras;
  35255. private _checkIntersections;
  35256. /** @hidden */
  35257. _advancePhysicsEngineStep(step: number): void;
  35258. /**
  35259. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35260. */
  35261. getDeterministicFrameTime: () => number;
  35262. /** @hidden */
  35263. _animate(): void;
  35264. /** Execute all animations (for a frame) */
  35265. animate(): void;
  35266. /**
  35267. * Render the scene
  35268. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35269. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35270. */
  35271. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35272. /**
  35273. * Freeze all materials
  35274. * A frozen material will not be updatable but should be faster to render
  35275. */
  35276. freezeMaterials(): void;
  35277. /**
  35278. * Unfreeze all materials
  35279. * A frozen material will not be updatable but should be faster to render
  35280. */
  35281. unfreezeMaterials(): void;
  35282. /**
  35283. * Releases all held ressources
  35284. */
  35285. dispose(): void;
  35286. /**
  35287. * Gets if the scene is already disposed
  35288. */
  35289. readonly isDisposed: boolean;
  35290. /**
  35291. * Call this function to reduce memory footprint of the scene.
  35292. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35293. */
  35294. clearCachedVertexData(): void;
  35295. /**
  35296. * This function will remove the local cached buffer data from texture.
  35297. * It will save memory but will prevent the texture from being rebuilt
  35298. */
  35299. cleanCachedTextureBuffer(): void;
  35300. /**
  35301. * Get the world extend vectors with an optional filter
  35302. *
  35303. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35304. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35305. */
  35306. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35307. min: Vector3;
  35308. max: Vector3;
  35309. };
  35310. /**
  35311. * Creates a ray that can be used to pick in the scene
  35312. * @param x defines the x coordinate of the origin (on-screen)
  35313. * @param y defines the y coordinate of the origin (on-screen)
  35314. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35315. * @param camera defines the camera to use for the picking
  35316. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35317. * @returns a Ray
  35318. */
  35319. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35320. /**
  35321. * Creates a ray that can be used to pick in the scene
  35322. * @param x defines the x coordinate of the origin (on-screen)
  35323. * @param y defines the y coordinate of the origin (on-screen)
  35324. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35325. * @param result defines the ray where to store the picking ray
  35326. * @param camera defines the camera to use for the picking
  35327. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35328. * @returns the current scene
  35329. */
  35330. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35331. /**
  35332. * Creates a ray that can be used to pick in the scene
  35333. * @param x defines the x coordinate of the origin (on-screen)
  35334. * @param y defines the y coordinate of the origin (on-screen)
  35335. * @param camera defines the camera to use for the picking
  35336. * @returns a Ray
  35337. */
  35338. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35339. /**
  35340. * Creates a ray that can be used to pick in the scene
  35341. * @param x defines the x coordinate of the origin (on-screen)
  35342. * @param y defines the y coordinate of the origin (on-screen)
  35343. * @param result defines the ray where to store the picking ray
  35344. * @param camera defines the camera to use for the picking
  35345. * @returns the current scene
  35346. */
  35347. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35348. /** Launch a ray to try to pick a mesh in the scene
  35349. * @param x position on screen
  35350. * @param y position on screen
  35351. * @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
  35352. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35353. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35354. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35355. * @returns a PickingInfo
  35356. */
  35357. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35358. /** Use the given ray to pick a mesh in the scene
  35359. * @param ray The ray to use to pick meshes
  35360. * @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
  35361. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35362. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35363. * @returns a PickingInfo
  35364. */
  35365. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35366. /**
  35367. * Launch a ray to try to pick a mesh in the scene
  35368. * @param x X position on screen
  35369. * @param y Y position on screen
  35370. * @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
  35371. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35372. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35373. * @returns an array of PickingInfo
  35374. */
  35375. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35376. /**
  35377. * Launch a ray to try to pick a mesh in the scene
  35378. * @param ray Ray to use
  35379. * @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
  35380. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35381. * @returns an array of PickingInfo
  35382. */
  35383. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35384. /**
  35385. * Force the value of meshUnderPointer
  35386. * @param mesh defines the mesh to use
  35387. */
  35388. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35389. /**
  35390. * Gets the mesh under the pointer
  35391. * @returns a Mesh or null if no mesh is under the pointer
  35392. */
  35393. getPointerOverMesh(): Nullable<AbstractMesh>;
  35394. /** @hidden */
  35395. _rebuildGeometries(): void;
  35396. /** @hidden */
  35397. _rebuildTextures(): void;
  35398. private _getByTags;
  35399. /**
  35400. * Get a list of meshes by tags
  35401. * @param tagsQuery defines the tags query to use
  35402. * @param forEach defines a predicate used to filter results
  35403. * @returns an array of Mesh
  35404. */
  35405. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35406. /**
  35407. * Get a list of cameras by tags
  35408. * @param tagsQuery defines the tags query to use
  35409. * @param forEach defines a predicate used to filter results
  35410. * @returns an array of Camera
  35411. */
  35412. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35413. /**
  35414. * Get a list of lights by tags
  35415. * @param tagsQuery defines the tags query to use
  35416. * @param forEach defines a predicate used to filter results
  35417. * @returns an array of Light
  35418. */
  35419. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35420. /**
  35421. * Get a list of materials by tags
  35422. * @param tagsQuery defines the tags query to use
  35423. * @param forEach defines a predicate used to filter results
  35424. * @returns an array of Material
  35425. */
  35426. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35427. /**
  35428. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35429. * This allowed control for front to back rendering or reversly depending of the special needs.
  35430. *
  35431. * @param renderingGroupId The rendering group id corresponding to its index
  35432. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35433. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35434. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35435. */
  35436. 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;
  35437. /**
  35438. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35439. *
  35440. * @param renderingGroupId The rendering group id corresponding to its index
  35441. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35442. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35443. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35444. */
  35445. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35446. /**
  35447. * Gets the current auto clear configuration for one rendering group of the rendering
  35448. * manager.
  35449. * @param index the rendering group index to get the information for
  35450. * @returns The auto clear setup for the requested rendering group
  35451. */
  35452. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35453. private _blockMaterialDirtyMechanism;
  35454. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35455. blockMaterialDirtyMechanism: boolean;
  35456. /**
  35457. * Will flag all materials as dirty to trigger new shader compilation
  35458. * @param flag defines the flag used to specify which material part must be marked as dirty
  35459. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35460. */
  35461. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35462. /** @hidden */
  35463. _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;
  35464. /** @hidden */
  35465. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35466. }
  35467. }
  35468. declare module "babylonjs/assetContainer" {
  35469. import { AbstractScene } from "babylonjs/abstractScene";
  35470. import { Scene } from "babylonjs/scene";
  35471. import { Mesh } from "babylonjs/Meshes/mesh";
  35472. /**
  35473. * Set of assets to keep when moving a scene into an asset container.
  35474. */
  35475. export class KeepAssets extends AbstractScene {
  35476. }
  35477. /**
  35478. * Container with a set of assets that can be added or removed from a scene.
  35479. */
  35480. export class AssetContainer extends AbstractScene {
  35481. /**
  35482. * The scene the AssetContainer belongs to.
  35483. */
  35484. scene: Scene;
  35485. /**
  35486. * Instantiates an AssetContainer.
  35487. * @param scene The scene the AssetContainer belongs to.
  35488. */
  35489. constructor(scene: Scene);
  35490. /**
  35491. * Adds all the assets from the container to the scene.
  35492. */
  35493. addAllToScene(): void;
  35494. /**
  35495. * Removes all the assets in the container from the scene
  35496. */
  35497. removeAllFromScene(): void;
  35498. /**
  35499. * Disposes all the assets in the container
  35500. */
  35501. dispose(): void;
  35502. private _moveAssets;
  35503. /**
  35504. * Removes all the assets contained in the scene and adds them to the container.
  35505. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35506. */
  35507. moveAllFromScene(keepAssets?: KeepAssets): void;
  35508. /**
  35509. * 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.
  35510. * @returns the root mesh
  35511. */
  35512. createRootMesh(): Mesh;
  35513. }
  35514. }
  35515. declare module "babylonjs/abstractScene" {
  35516. import { Scene } from "babylonjs/scene";
  35517. import { Nullable } from "babylonjs/types";
  35518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35519. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35520. import { Geometry } from "babylonjs/Meshes/geometry";
  35521. import { Skeleton } from "babylonjs/Bones/skeleton";
  35522. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35523. import { AssetContainer } from "babylonjs/assetContainer";
  35524. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35525. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35526. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35527. import { Material } from "babylonjs/Materials/material";
  35528. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35529. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35530. import { Camera } from "babylonjs/Cameras/camera";
  35531. import { Light } from "babylonjs/Lights/light";
  35532. import { Node } from "babylonjs/node";
  35533. import { Animation } from "babylonjs/Animations/animation";
  35534. /**
  35535. * Defines how the parser contract is defined.
  35536. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35537. */
  35538. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35539. /**
  35540. * Defines how the individual parser contract is defined.
  35541. * These parser can parse an individual asset
  35542. */
  35543. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35544. /**
  35545. * Base class of the scene acting as a container for the different elements composing a scene.
  35546. * This class is dynamically extended by the different components of the scene increasing
  35547. * flexibility and reducing coupling
  35548. */
  35549. export abstract class AbstractScene {
  35550. /**
  35551. * Stores the list of available parsers in the application.
  35552. */
  35553. private static _BabylonFileParsers;
  35554. /**
  35555. * Stores the list of available individual parsers in the application.
  35556. */
  35557. private static _IndividualBabylonFileParsers;
  35558. /**
  35559. * Adds a parser in the list of available ones
  35560. * @param name Defines the name of the parser
  35561. * @param parser Defines the parser to add
  35562. */
  35563. static AddParser(name: string, parser: BabylonFileParser): void;
  35564. /**
  35565. * Gets a general parser from the list of avaialble ones
  35566. * @param name Defines the name of the parser
  35567. * @returns the requested parser or null
  35568. */
  35569. static GetParser(name: string): Nullable<BabylonFileParser>;
  35570. /**
  35571. * Adds n individual parser in the list of available ones
  35572. * @param name Defines the name of the parser
  35573. * @param parser Defines the parser to add
  35574. */
  35575. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35576. /**
  35577. * Gets an individual parser from the list of avaialble ones
  35578. * @param name Defines the name of the parser
  35579. * @returns the requested parser or null
  35580. */
  35581. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35582. /**
  35583. * Parser json data and populate both a scene and its associated container object
  35584. * @param jsonData Defines the data to parse
  35585. * @param scene Defines the scene to parse the data for
  35586. * @param container Defines the container attached to the parsing sequence
  35587. * @param rootUrl Defines the root url of the data
  35588. */
  35589. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35590. /**
  35591. * Gets the list of root nodes (ie. nodes with no parent)
  35592. */
  35593. rootNodes: Node[];
  35594. /** All of the cameras added to this scene
  35595. * @see http://doc.babylonjs.com/babylon101/cameras
  35596. */
  35597. cameras: Camera[];
  35598. /**
  35599. * All of the lights added to this scene
  35600. * @see http://doc.babylonjs.com/babylon101/lights
  35601. */
  35602. lights: Light[];
  35603. /**
  35604. * All of the (abstract) meshes added to this scene
  35605. */
  35606. meshes: AbstractMesh[];
  35607. /**
  35608. * The list of skeletons added to the scene
  35609. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35610. */
  35611. skeletons: Skeleton[];
  35612. /**
  35613. * All of the particle systems added to this scene
  35614. * @see http://doc.babylonjs.com/babylon101/particles
  35615. */
  35616. particleSystems: IParticleSystem[];
  35617. /**
  35618. * Gets a list of Animations associated with the scene
  35619. */
  35620. animations: Animation[];
  35621. /**
  35622. * All of the animation groups added to this scene
  35623. * @see http://doc.babylonjs.com/how_to/group
  35624. */
  35625. animationGroups: AnimationGroup[];
  35626. /**
  35627. * All of the multi-materials added to this scene
  35628. * @see http://doc.babylonjs.com/how_to/multi_materials
  35629. */
  35630. multiMaterials: MultiMaterial[];
  35631. /**
  35632. * All of the materials added to this scene
  35633. * In the context of a Scene, it is not supposed to be modified manually.
  35634. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35635. * Note also that the order of the Material wihin the array is not significant and might change.
  35636. * @see http://doc.babylonjs.com/babylon101/materials
  35637. */
  35638. materials: Material[];
  35639. /**
  35640. * The list of morph target managers added to the scene
  35641. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35642. */
  35643. morphTargetManagers: MorphTargetManager[];
  35644. /**
  35645. * The list of geometries used in the scene.
  35646. */
  35647. geometries: Geometry[];
  35648. /**
  35649. * All of the tranform nodes added to this scene
  35650. * In the context of a Scene, it is not supposed to be modified manually.
  35651. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35652. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35653. * @see http://doc.babylonjs.com/how_to/transformnode
  35654. */
  35655. transformNodes: TransformNode[];
  35656. /**
  35657. * ActionManagers available on the scene.
  35658. */
  35659. actionManagers: AbstractActionManager[];
  35660. /**
  35661. * Textures to keep.
  35662. */
  35663. textures: BaseTexture[];
  35664. /**
  35665. * Environment texture for the scene
  35666. */
  35667. environmentTexture: Nullable<BaseTexture>;
  35668. }
  35669. }
  35670. declare module "babylonjs/Audio/sound" {
  35671. import { Observable } from "babylonjs/Misc/observable";
  35672. import { Vector3 } from "babylonjs/Maths/math.vector";
  35673. import { Nullable } from "babylonjs/types";
  35674. import { Scene } from "babylonjs/scene";
  35675. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35676. /**
  35677. * Interface used to define options for Sound class
  35678. */
  35679. export interface ISoundOptions {
  35680. /**
  35681. * Does the sound autoplay once loaded.
  35682. */
  35683. autoplay?: boolean;
  35684. /**
  35685. * Does the sound loop after it finishes playing once.
  35686. */
  35687. loop?: boolean;
  35688. /**
  35689. * Sound's volume
  35690. */
  35691. volume?: number;
  35692. /**
  35693. * Is it a spatial sound?
  35694. */
  35695. spatialSound?: boolean;
  35696. /**
  35697. * Maximum distance to hear that sound
  35698. */
  35699. maxDistance?: number;
  35700. /**
  35701. * Uses user defined attenuation function
  35702. */
  35703. useCustomAttenuation?: boolean;
  35704. /**
  35705. * Define the roll off factor of spatial sounds.
  35706. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35707. */
  35708. rolloffFactor?: number;
  35709. /**
  35710. * Define the reference distance the sound should be heard perfectly.
  35711. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35712. */
  35713. refDistance?: number;
  35714. /**
  35715. * Define the distance attenuation model the sound will follow.
  35716. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35717. */
  35718. distanceModel?: string;
  35719. /**
  35720. * Defines the playback speed (1 by default)
  35721. */
  35722. playbackRate?: number;
  35723. /**
  35724. * Defines if the sound is from a streaming source
  35725. */
  35726. streaming?: boolean;
  35727. /**
  35728. * Defines an optional length (in seconds) inside the sound file
  35729. */
  35730. length?: number;
  35731. /**
  35732. * Defines an optional offset (in seconds) inside the sound file
  35733. */
  35734. offset?: number;
  35735. /**
  35736. * If true, URLs will not be required to state the audio file codec to use.
  35737. */
  35738. skipCodecCheck?: boolean;
  35739. }
  35740. /**
  35741. * Defines a sound that can be played in the application.
  35742. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35743. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35744. */
  35745. export class Sound {
  35746. /**
  35747. * The name of the sound in the scene.
  35748. */
  35749. name: string;
  35750. /**
  35751. * Does the sound autoplay once loaded.
  35752. */
  35753. autoplay: boolean;
  35754. /**
  35755. * Does the sound loop after it finishes playing once.
  35756. */
  35757. loop: boolean;
  35758. /**
  35759. * Does the sound use a custom attenuation curve to simulate the falloff
  35760. * happening when the source gets further away from the camera.
  35761. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35762. */
  35763. useCustomAttenuation: boolean;
  35764. /**
  35765. * The sound track id this sound belongs to.
  35766. */
  35767. soundTrackId: number;
  35768. /**
  35769. * Is this sound currently played.
  35770. */
  35771. isPlaying: boolean;
  35772. /**
  35773. * Is this sound currently paused.
  35774. */
  35775. isPaused: boolean;
  35776. /**
  35777. * Does this sound enables spatial sound.
  35778. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35779. */
  35780. spatialSound: boolean;
  35781. /**
  35782. * Define the reference distance the sound should be heard perfectly.
  35783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35784. */
  35785. refDistance: number;
  35786. /**
  35787. * Define the roll off factor of spatial sounds.
  35788. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35789. */
  35790. rolloffFactor: number;
  35791. /**
  35792. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35793. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35794. */
  35795. maxDistance: number;
  35796. /**
  35797. * Define the distance attenuation model the sound will follow.
  35798. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35799. */
  35800. distanceModel: string;
  35801. /**
  35802. * @hidden
  35803. * Back Compat
  35804. **/
  35805. onended: () => any;
  35806. /**
  35807. * Observable event when the current playing sound finishes.
  35808. */
  35809. onEndedObservable: Observable<Sound>;
  35810. private _panningModel;
  35811. private _playbackRate;
  35812. private _streaming;
  35813. private _startTime;
  35814. private _startOffset;
  35815. private _position;
  35816. /** @hidden */
  35817. _positionInEmitterSpace: boolean;
  35818. private _localDirection;
  35819. private _volume;
  35820. private _isReadyToPlay;
  35821. private _isDirectional;
  35822. private _readyToPlayCallback;
  35823. private _audioBuffer;
  35824. private _soundSource;
  35825. private _streamingSource;
  35826. private _soundPanner;
  35827. private _soundGain;
  35828. private _inputAudioNode;
  35829. private _outputAudioNode;
  35830. private _coneInnerAngle;
  35831. private _coneOuterAngle;
  35832. private _coneOuterGain;
  35833. private _scene;
  35834. private _connectedTransformNode;
  35835. private _customAttenuationFunction;
  35836. private _registerFunc;
  35837. private _isOutputConnected;
  35838. private _htmlAudioElement;
  35839. private _urlType;
  35840. private _length?;
  35841. private _offset?;
  35842. /** @hidden */
  35843. static _SceneComponentInitialization: (scene: Scene) => void;
  35844. /**
  35845. * Create a sound and attach it to a scene
  35846. * @param name Name of your sound
  35847. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35848. * @param scene defines the scene the sound belongs to
  35849. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35850. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35851. */
  35852. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35853. /**
  35854. * Release the sound and its associated resources
  35855. */
  35856. dispose(): void;
  35857. /**
  35858. * Gets if the sounds is ready to be played or not.
  35859. * @returns true if ready, otherwise false
  35860. */
  35861. isReady(): boolean;
  35862. private _soundLoaded;
  35863. /**
  35864. * Sets the data of the sound from an audiobuffer
  35865. * @param audioBuffer The audioBuffer containing the data
  35866. */
  35867. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35868. /**
  35869. * Updates the current sounds options such as maxdistance, loop...
  35870. * @param options A JSON object containing values named as the object properties
  35871. */
  35872. updateOptions(options: ISoundOptions): void;
  35873. private _createSpatialParameters;
  35874. private _updateSpatialParameters;
  35875. /**
  35876. * Switch the panning model to HRTF:
  35877. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35878. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35879. */
  35880. switchPanningModelToHRTF(): void;
  35881. /**
  35882. * Switch the panning model to Equal Power:
  35883. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35884. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35885. */
  35886. switchPanningModelToEqualPower(): void;
  35887. private _switchPanningModel;
  35888. /**
  35889. * Connect this sound to a sound track audio node like gain...
  35890. * @param soundTrackAudioNode the sound track audio node to connect to
  35891. */
  35892. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35893. /**
  35894. * Transform this sound into a directional source
  35895. * @param coneInnerAngle Size of the inner cone in degree
  35896. * @param coneOuterAngle Size of the outer cone in degree
  35897. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35898. */
  35899. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35900. /**
  35901. * Gets or sets the inner angle for the directional cone.
  35902. */
  35903. /**
  35904. * Gets or sets the inner angle for the directional cone.
  35905. */
  35906. directionalConeInnerAngle: number;
  35907. /**
  35908. * Gets or sets the outer angle for the directional cone.
  35909. */
  35910. /**
  35911. * Gets or sets the outer angle for the directional cone.
  35912. */
  35913. directionalConeOuterAngle: number;
  35914. /**
  35915. * Sets the position of the emitter if spatial sound is enabled
  35916. * @param newPosition Defines the new posisiton
  35917. */
  35918. setPosition(newPosition: Vector3): void;
  35919. /**
  35920. * Sets the local direction of the emitter if spatial sound is enabled
  35921. * @param newLocalDirection Defines the new local direction
  35922. */
  35923. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35924. private _updateDirection;
  35925. /** @hidden */
  35926. updateDistanceFromListener(): void;
  35927. /**
  35928. * Sets a new custom attenuation function for the sound.
  35929. * @param callback Defines the function used for the attenuation
  35930. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35931. */
  35932. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35933. /**
  35934. * Play the sound
  35935. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35936. * @param offset (optional) Start the sound at a specific time in seconds
  35937. * @param length (optional) Sound duration (in seconds)
  35938. */
  35939. play(time?: number, offset?: number, length?: number): void;
  35940. private _onended;
  35941. /**
  35942. * Stop the sound
  35943. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35944. */
  35945. stop(time?: number): void;
  35946. /**
  35947. * Put the sound in pause
  35948. */
  35949. pause(): void;
  35950. /**
  35951. * Sets a dedicated volume for this sounds
  35952. * @param newVolume Define the new volume of the sound
  35953. * @param time Define time for gradual change to new volume
  35954. */
  35955. setVolume(newVolume: number, time?: number): void;
  35956. /**
  35957. * Set the sound play back rate
  35958. * @param newPlaybackRate Define the playback rate the sound should be played at
  35959. */
  35960. setPlaybackRate(newPlaybackRate: number): void;
  35961. /**
  35962. * Gets the volume of the sound.
  35963. * @returns the volume of the sound
  35964. */
  35965. getVolume(): number;
  35966. /**
  35967. * Attach the sound to a dedicated mesh
  35968. * @param transformNode The transform node to connect the sound with
  35969. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35970. */
  35971. attachToMesh(transformNode: TransformNode): void;
  35972. /**
  35973. * Detach the sound from the previously attached mesh
  35974. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35975. */
  35976. detachFromMesh(): void;
  35977. private _onRegisterAfterWorldMatrixUpdate;
  35978. /**
  35979. * Clone the current sound in the scene.
  35980. * @returns the new sound clone
  35981. */
  35982. clone(): Nullable<Sound>;
  35983. /**
  35984. * Gets the current underlying audio buffer containing the data
  35985. * @returns the audio buffer
  35986. */
  35987. getAudioBuffer(): Nullable<AudioBuffer>;
  35988. /**
  35989. * Serializes the Sound in a JSON representation
  35990. * @returns the JSON representation of the sound
  35991. */
  35992. serialize(): any;
  35993. /**
  35994. * Parse a JSON representation of a sound to innstantiate in a given scene
  35995. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35996. * @param scene Define the scene the new parsed sound should be created in
  35997. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35998. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35999. * @returns the newly parsed sound
  36000. */
  36001. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36002. }
  36003. }
  36004. declare module "babylonjs/Actions/directAudioActions" {
  36005. import { Action } from "babylonjs/Actions/action";
  36006. import { Condition } from "babylonjs/Actions/condition";
  36007. import { Sound } from "babylonjs/Audio/sound";
  36008. /**
  36009. * This defines an action helpful to play a defined sound on a triggered action.
  36010. */
  36011. export class PlaySoundAction extends Action {
  36012. private _sound;
  36013. /**
  36014. * Instantiate the action
  36015. * @param triggerOptions defines the trigger options
  36016. * @param sound defines the sound to play
  36017. * @param condition defines the trigger related conditions
  36018. */
  36019. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36020. /** @hidden */
  36021. _prepare(): void;
  36022. /**
  36023. * Execute the action and play the sound.
  36024. */
  36025. execute(): void;
  36026. /**
  36027. * Serializes the actions and its related information.
  36028. * @param parent defines the object to serialize in
  36029. * @returns the serialized object
  36030. */
  36031. serialize(parent: any): any;
  36032. }
  36033. /**
  36034. * This defines an action helpful to stop a defined sound on a triggered action.
  36035. */
  36036. export class StopSoundAction extends Action {
  36037. private _sound;
  36038. /**
  36039. * Instantiate the action
  36040. * @param triggerOptions defines the trigger options
  36041. * @param sound defines the sound to stop
  36042. * @param condition defines the trigger related conditions
  36043. */
  36044. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36045. /** @hidden */
  36046. _prepare(): void;
  36047. /**
  36048. * Execute the action and stop the sound.
  36049. */
  36050. execute(): void;
  36051. /**
  36052. * Serializes the actions and its related information.
  36053. * @param parent defines the object to serialize in
  36054. * @returns the serialized object
  36055. */
  36056. serialize(parent: any): any;
  36057. }
  36058. }
  36059. declare module "babylonjs/Actions/interpolateValueAction" {
  36060. import { Action } from "babylonjs/Actions/action";
  36061. import { Condition } from "babylonjs/Actions/condition";
  36062. import { Observable } from "babylonjs/Misc/observable";
  36063. /**
  36064. * This defines an action responsible to change the value of a property
  36065. * by interpolating between its current value and the newly set one once triggered.
  36066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36067. */
  36068. export class InterpolateValueAction extends Action {
  36069. /**
  36070. * Defines the path of the property where the value should be interpolated
  36071. */
  36072. propertyPath: string;
  36073. /**
  36074. * Defines the target value at the end of the interpolation.
  36075. */
  36076. value: any;
  36077. /**
  36078. * Defines the time it will take for the property to interpolate to the value.
  36079. */
  36080. duration: number;
  36081. /**
  36082. * Defines if the other scene animations should be stopped when the action has been triggered
  36083. */
  36084. stopOtherAnimations?: boolean;
  36085. /**
  36086. * Defines a callback raised once the interpolation animation has been done.
  36087. */
  36088. onInterpolationDone?: () => void;
  36089. /**
  36090. * Observable triggered once the interpolation animation has been done.
  36091. */
  36092. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36093. private _target;
  36094. private _effectiveTarget;
  36095. private _property;
  36096. /**
  36097. * Instantiate the action
  36098. * @param triggerOptions defines the trigger options
  36099. * @param target defines the object containing the value to interpolate
  36100. * @param propertyPath defines the path to the property in the target object
  36101. * @param value defines the target value at the end of the interpolation
  36102. * @param duration deines the time it will take for the property to interpolate to the value.
  36103. * @param condition defines the trigger related conditions
  36104. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36105. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36106. */
  36107. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36108. /** @hidden */
  36109. _prepare(): void;
  36110. /**
  36111. * Execute the action starts the value interpolation.
  36112. */
  36113. execute(): void;
  36114. /**
  36115. * Serializes the actions and its related information.
  36116. * @param parent defines the object to serialize in
  36117. * @returns the serialized object
  36118. */
  36119. serialize(parent: any): any;
  36120. }
  36121. }
  36122. declare module "babylonjs/Actions/index" {
  36123. export * from "babylonjs/Actions/abstractActionManager";
  36124. export * from "babylonjs/Actions/action";
  36125. export * from "babylonjs/Actions/actionEvent";
  36126. export * from "babylonjs/Actions/actionManager";
  36127. export * from "babylonjs/Actions/condition";
  36128. export * from "babylonjs/Actions/directActions";
  36129. export * from "babylonjs/Actions/directAudioActions";
  36130. export * from "babylonjs/Actions/interpolateValueAction";
  36131. }
  36132. declare module "babylonjs/Animations/index" {
  36133. export * from "babylonjs/Animations/animatable";
  36134. export * from "babylonjs/Animations/animation";
  36135. export * from "babylonjs/Animations/animationGroup";
  36136. export * from "babylonjs/Animations/animationPropertiesOverride";
  36137. export * from "babylonjs/Animations/easing";
  36138. export * from "babylonjs/Animations/runtimeAnimation";
  36139. export * from "babylonjs/Animations/animationEvent";
  36140. export * from "babylonjs/Animations/animationGroup";
  36141. export * from "babylonjs/Animations/animationKey";
  36142. export * from "babylonjs/Animations/animationRange";
  36143. export * from "babylonjs/Animations/animatable.interface";
  36144. }
  36145. declare module "babylonjs/Audio/soundTrack" {
  36146. import { Sound } from "babylonjs/Audio/sound";
  36147. import { Analyser } from "babylonjs/Audio/analyser";
  36148. import { Scene } from "babylonjs/scene";
  36149. /**
  36150. * Options allowed during the creation of a sound track.
  36151. */
  36152. export interface ISoundTrackOptions {
  36153. /**
  36154. * The volume the sound track should take during creation
  36155. */
  36156. volume?: number;
  36157. /**
  36158. * Define if the sound track is the main sound track of the scene
  36159. */
  36160. mainTrack?: boolean;
  36161. }
  36162. /**
  36163. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36164. * It will be also used in a future release to apply effects on a specific track.
  36165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36166. */
  36167. export class SoundTrack {
  36168. /**
  36169. * The unique identifier of the sound track in the scene.
  36170. */
  36171. id: number;
  36172. /**
  36173. * The list of sounds included in the sound track.
  36174. */
  36175. soundCollection: Array<Sound>;
  36176. private _outputAudioNode;
  36177. private _scene;
  36178. private _isMainTrack;
  36179. private _connectedAnalyser;
  36180. private _options;
  36181. private _isInitialized;
  36182. /**
  36183. * Creates a new sound track.
  36184. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36185. * @param scene Define the scene the sound track belongs to
  36186. * @param options
  36187. */
  36188. constructor(scene: Scene, options?: ISoundTrackOptions);
  36189. private _initializeSoundTrackAudioGraph;
  36190. /**
  36191. * Release the sound track and its associated resources
  36192. */
  36193. dispose(): void;
  36194. /**
  36195. * Adds a sound to this sound track
  36196. * @param sound define the cound to add
  36197. * @ignoreNaming
  36198. */
  36199. AddSound(sound: Sound): void;
  36200. /**
  36201. * Removes a sound to this sound track
  36202. * @param sound define the cound to remove
  36203. * @ignoreNaming
  36204. */
  36205. RemoveSound(sound: Sound): void;
  36206. /**
  36207. * Set a global volume for the full sound track.
  36208. * @param newVolume Define the new volume of the sound track
  36209. */
  36210. setVolume(newVolume: number): void;
  36211. /**
  36212. * Switch the panning model to HRTF:
  36213. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36214. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36215. */
  36216. switchPanningModelToHRTF(): void;
  36217. /**
  36218. * Switch the panning model to Equal Power:
  36219. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36220. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36221. */
  36222. switchPanningModelToEqualPower(): void;
  36223. /**
  36224. * Connect the sound track to an audio analyser allowing some amazing
  36225. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36226. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36227. * @param analyser The analyser to connect to the engine
  36228. */
  36229. connectToAnalyser(analyser: Analyser): void;
  36230. }
  36231. }
  36232. declare module "babylonjs/Audio/audioSceneComponent" {
  36233. import { Sound } from "babylonjs/Audio/sound";
  36234. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36235. import { Nullable } from "babylonjs/types";
  36236. import { Vector3 } from "babylonjs/Maths/math.vector";
  36237. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36238. import { Scene } from "babylonjs/scene";
  36239. import { AbstractScene } from "babylonjs/abstractScene";
  36240. import "babylonjs/Audio/audioEngine";
  36241. module "babylonjs/abstractScene" {
  36242. interface AbstractScene {
  36243. /**
  36244. * The list of sounds used in the scene.
  36245. */
  36246. sounds: Nullable<Array<Sound>>;
  36247. }
  36248. }
  36249. module "babylonjs/scene" {
  36250. interface Scene {
  36251. /**
  36252. * @hidden
  36253. * Backing field
  36254. */
  36255. _mainSoundTrack: SoundTrack;
  36256. /**
  36257. * The main sound track played by the scene.
  36258. * It cotains your primary collection of sounds.
  36259. */
  36260. mainSoundTrack: SoundTrack;
  36261. /**
  36262. * The list of sound tracks added to the scene
  36263. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36264. */
  36265. soundTracks: Nullable<Array<SoundTrack>>;
  36266. /**
  36267. * Gets a sound using a given name
  36268. * @param name defines the name to search for
  36269. * @return the found sound or null if not found at all.
  36270. */
  36271. getSoundByName(name: string): Nullable<Sound>;
  36272. /**
  36273. * Gets or sets if audio support is enabled
  36274. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36275. */
  36276. audioEnabled: boolean;
  36277. /**
  36278. * Gets or sets if audio will be output to headphones
  36279. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36280. */
  36281. headphone: boolean;
  36282. /**
  36283. * Gets or sets custom audio listener position provider
  36284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36285. */
  36286. audioListenerPositionProvider: Nullable<() => Vector3>;
  36287. }
  36288. }
  36289. /**
  36290. * Defines the sound scene component responsible to manage any sounds
  36291. * in a given scene.
  36292. */
  36293. export class AudioSceneComponent implements ISceneSerializableComponent {
  36294. /**
  36295. * The component name helpfull to identify the component in the list of scene components.
  36296. */
  36297. readonly name: string;
  36298. /**
  36299. * The scene the component belongs to.
  36300. */
  36301. scene: Scene;
  36302. private _audioEnabled;
  36303. /**
  36304. * Gets whether audio is enabled or not.
  36305. * Please use related enable/disable method to switch state.
  36306. */
  36307. readonly audioEnabled: boolean;
  36308. private _headphone;
  36309. /**
  36310. * Gets whether audio is outputing to headphone or not.
  36311. * Please use the according Switch methods to change output.
  36312. */
  36313. readonly headphone: boolean;
  36314. private _audioListenerPositionProvider;
  36315. /**
  36316. * Gets the current audio listener position provider
  36317. */
  36318. /**
  36319. * Sets a custom listener position for all sounds in the scene
  36320. * By default, this is the position of the first active camera
  36321. */
  36322. audioListenerPositionProvider: Nullable<() => Vector3>;
  36323. /**
  36324. * Creates a new instance of the component for the given scene
  36325. * @param scene Defines the scene to register the component in
  36326. */
  36327. constructor(scene: Scene);
  36328. /**
  36329. * Registers the component in a given scene
  36330. */
  36331. register(): void;
  36332. /**
  36333. * Rebuilds the elements related to this component in case of
  36334. * context lost for instance.
  36335. */
  36336. rebuild(): void;
  36337. /**
  36338. * Serializes the component data to the specified json object
  36339. * @param serializationObject The object to serialize to
  36340. */
  36341. serialize(serializationObject: any): void;
  36342. /**
  36343. * Adds all the elements from the container to the scene
  36344. * @param container the container holding the elements
  36345. */
  36346. addFromContainer(container: AbstractScene): void;
  36347. /**
  36348. * Removes all the elements in the container from the scene
  36349. * @param container contains the elements to remove
  36350. * @param dispose if the removed element should be disposed (default: false)
  36351. */
  36352. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36353. /**
  36354. * Disposes the component and the associated ressources.
  36355. */
  36356. dispose(): void;
  36357. /**
  36358. * Disables audio in the associated scene.
  36359. */
  36360. disableAudio(): void;
  36361. /**
  36362. * Enables audio in the associated scene.
  36363. */
  36364. enableAudio(): void;
  36365. /**
  36366. * Switch audio to headphone output.
  36367. */
  36368. switchAudioModeForHeadphones(): void;
  36369. /**
  36370. * Switch audio to normal speakers.
  36371. */
  36372. switchAudioModeForNormalSpeakers(): void;
  36373. private _afterRender;
  36374. }
  36375. }
  36376. declare module "babylonjs/Audio/weightedsound" {
  36377. import { Sound } from "babylonjs/Audio/sound";
  36378. /**
  36379. * Wraps one or more Sound objects and selects one with random weight for playback.
  36380. */
  36381. export class WeightedSound {
  36382. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36383. loop: boolean;
  36384. private _coneInnerAngle;
  36385. private _coneOuterAngle;
  36386. private _volume;
  36387. /** A Sound is currently playing. */
  36388. isPlaying: boolean;
  36389. /** A Sound is currently paused. */
  36390. isPaused: boolean;
  36391. private _sounds;
  36392. private _weights;
  36393. private _currentIndex?;
  36394. /**
  36395. * Creates a new WeightedSound from the list of sounds given.
  36396. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36397. * @param sounds Array of Sounds that will be selected from.
  36398. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36399. */
  36400. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36401. /**
  36402. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36403. */
  36404. /**
  36405. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36406. */
  36407. directionalConeInnerAngle: number;
  36408. /**
  36409. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36410. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36411. */
  36412. /**
  36413. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36414. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36415. */
  36416. directionalConeOuterAngle: number;
  36417. /**
  36418. * Playback volume.
  36419. */
  36420. /**
  36421. * Playback volume.
  36422. */
  36423. volume: number;
  36424. private _onended;
  36425. /**
  36426. * Suspend playback
  36427. */
  36428. pause(): void;
  36429. /**
  36430. * Stop playback
  36431. */
  36432. stop(): void;
  36433. /**
  36434. * Start playback.
  36435. * @param startOffset Position the clip head at a specific time in seconds.
  36436. */
  36437. play(startOffset?: number): void;
  36438. }
  36439. }
  36440. declare module "babylonjs/Audio/index" {
  36441. export * from "babylonjs/Audio/analyser";
  36442. export * from "babylonjs/Audio/audioEngine";
  36443. export * from "babylonjs/Audio/audioSceneComponent";
  36444. export * from "babylonjs/Audio/sound";
  36445. export * from "babylonjs/Audio/soundTrack";
  36446. export * from "babylonjs/Audio/weightedsound";
  36447. }
  36448. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36449. import { Behavior } from "babylonjs/Behaviors/behavior";
  36450. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36451. import { BackEase } from "babylonjs/Animations/easing";
  36452. /**
  36453. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36454. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36455. */
  36456. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36457. /**
  36458. * Gets the name of the behavior.
  36459. */
  36460. readonly name: string;
  36461. /**
  36462. * The easing function used by animations
  36463. */
  36464. static EasingFunction: BackEase;
  36465. /**
  36466. * The easing mode used by animations
  36467. */
  36468. static EasingMode: number;
  36469. /**
  36470. * The duration of the animation, in milliseconds
  36471. */
  36472. transitionDuration: number;
  36473. /**
  36474. * Length of the distance animated by the transition when lower radius is reached
  36475. */
  36476. lowerRadiusTransitionRange: number;
  36477. /**
  36478. * Length of the distance animated by the transition when upper radius is reached
  36479. */
  36480. upperRadiusTransitionRange: number;
  36481. private _autoTransitionRange;
  36482. /**
  36483. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36484. */
  36485. /**
  36486. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36487. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36488. */
  36489. autoTransitionRange: boolean;
  36490. private _attachedCamera;
  36491. private _onAfterCheckInputsObserver;
  36492. private _onMeshTargetChangedObserver;
  36493. /**
  36494. * Initializes the behavior.
  36495. */
  36496. init(): void;
  36497. /**
  36498. * Attaches the behavior to its arc rotate camera.
  36499. * @param camera Defines the camera to attach the behavior to
  36500. */
  36501. attach(camera: ArcRotateCamera): void;
  36502. /**
  36503. * Detaches the behavior from its current arc rotate camera.
  36504. */
  36505. detach(): void;
  36506. private _radiusIsAnimating;
  36507. private _radiusBounceTransition;
  36508. private _animatables;
  36509. private _cachedWheelPrecision;
  36510. /**
  36511. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36512. * @param radiusLimit The limit to check against.
  36513. * @return Bool to indicate if at limit.
  36514. */
  36515. private _isRadiusAtLimit;
  36516. /**
  36517. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36518. * @param radiusDelta The delta by which to animate to. Can be negative.
  36519. */
  36520. private _applyBoundRadiusAnimation;
  36521. /**
  36522. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36523. */
  36524. protected _clearAnimationLocks(): void;
  36525. /**
  36526. * Stops and removes all animations that have been applied to the camera
  36527. */
  36528. stopAllAnimations(): void;
  36529. }
  36530. }
  36531. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36532. import { Behavior } from "babylonjs/Behaviors/behavior";
  36533. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36534. import { ExponentialEase } from "babylonjs/Animations/easing";
  36535. import { Nullable } from "babylonjs/types";
  36536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36537. import { Vector3 } from "babylonjs/Maths/math.vector";
  36538. /**
  36539. * 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.
  36540. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36541. */
  36542. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36543. /**
  36544. * Gets the name of the behavior.
  36545. */
  36546. readonly name: string;
  36547. private _mode;
  36548. private _radiusScale;
  36549. private _positionScale;
  36550. private _defaultElevation;
  36551. private _elevationReturnTime;
  36552. private _elevationReturnWaitTime;
  36553. private _zoomStopsAnimation;
  36554. private _framingTime;
  36555. /**
  36556. * The easing function used by animations
  36557. */
  36558. static EasingFunction: ExponentialEase;
  36559. /**
  36560. * The easing mode used by animations
  36561. */
  36562. static EasingMode: number;
  36563. /**
  36564. * Sets the current mode used by the behavior
  36565. */
  36566. /**
  36567. * Gets current mode used by the behavior.
  36568. */
  36569. mode: number;
  36570. /**
  36571. * Sets the scale applied to the radius (1 by default)
  36572. */
  36573. /**
  36574. * Gets the scale applied to the radius
  36575. */
  36576. radiusScale: number;
  36577. /**
  36578. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36579. */
  36580. /**
  36581. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36582. */
  36583. positionScale: number;
  36584. /**
  36585. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36586. * behaviour is triggered, in radians.
  36587. */
  36588. /**
  36589. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36590. * behaviour is triggered, in radians.
  36591. */
  36592. defaultElevation: number;
  36593. /**
  36594. * Sets the time (in milliseconds) taken to return to the default beta position.
  36595. * Negative value indicates camera should not return to default.
  36596. */
  36597. /**
  36598. * Gets the time (in milliseconds) taken to return to the default beta position.
  36599. * Negative value indicates camera should not return to default.
  36600. */
  36601. elevationReturnTime: number;
  36602. /**
  36603. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36604. */
  36605. /**
  36606. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36607. */
  36608. elevationReturnWaitTime: number;
  36609. /**
  36610. * Sets the flag that indicates if user zooming should stop animation.
  36611. */
  36612. /**
  36613. * Gets the flag that indicates if user zooming should stop animation.
  36614. */
  36615. zoomStopsAnimation: boolean;
  36616. /**
  36617. * Sets the transition time when framing the mesh, in milliseconds
  36618. */
  36619. /**
  36620. * Gets the transition time when framing the mesh, in milliseconds
  36621. */
  36622. framingTime: number;
  36623. /**
  36624. * Define if the behavior should automatically change the configured
  36625. * camera limits and sensibilities.
  36626. */
  36627. autoCorrectCameraLimitsAndSensibility: boolean;
  36628. private _onPrePointerObservableObserver;
  36629. private _onAfterCheckInputsObserver;
  36630. private _onMeshTargetChangedObserver;
  36631. private _attachedCamera;
  36632. private _isPointerDown;
  36633. private _lastInteractionTime;
  36634. /**
  36635. * Initializes the behavior.
  36636. */
  36637. init(): void;
  36638. /**
  36639. * Attaches the behavior to its arc rotate camera.
  36640. * @param camera Defines the camera to attach the behavior to
  36641. */
  36642. attach(camera: ArcRotateCamera): void;
  36643. /**
  36644. * Detaches the behavior from its current arc rotate camera.
  36645. */
  36646. detach(): void;
  36647. private _animatables;
  36648. private _betaIsAnimating;
  36649. private _betaTransition;
  36650. private _radiusTransition;
  36651. private _vectorTransition;
  36652. /**
  36653. * Targets the given mesh and updates zoom level accordingly.
  36654. * @param mesh The mesh to target.
  36655. * @param radius Optional. If a cached radius position already exists, overrides default.
  36656. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36657. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36658. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36659. */
  36660. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36661. /**
  36662. * Targets the given mesh with its children and updates zoom level accordingly.
  36663. * @param mesh The mesh to target.
  36664. * @param radius Optional. If a cached radius position already exists, overrides default.
  36665. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36666. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36667. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36668. */
  36669. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36670. /**
  36671. * Targets the given meshes with their children and updates zoom level accordingly.
  36672. * @param meshes The mesh to target.
  36673. * @param radius Optional. If a cached radius position already exists, overrides default.
  36674. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36675. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36676. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36677. */
  36678. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36679. /**
  36680. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36681. * @param minimumWorld Determines the smaller position of the bounding box extend
  36682. * @param maximumWorld Determines the bigger position of the bounding box extend
  36683. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36684. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36685. */
  36686. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36687. /**
  36688. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36689. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36690. * frustum width.
  36691. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36692. * to fully enclose the mesh in the viewing frustum.
  36693. */
  36694. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36695. /**
  36696. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36697. * is automatically returned to its default position (expected to be above ground plane).
  36698. */
  36699. private _maintainCameraAboveGround;
  36700. /**
  36701. * Returns the frustum slope based on the canvas ratio and camera FOV
  36702. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36703. */
  36704. private _getFrustumSlope;
  36705. /**
  36706. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36707. */
  36708. private _clearAnimationLocks;
  36709. /**
  36710. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36711. */
  36712. private _applyUserInteraction;
  36713. /**
  36714. * Stops and removes all animations that have been applied to the camera
  36715. */
  36716. stopAllAnimations(): void;
  36717. /**
  36718. * Gets a value indicating if the user is moving the camera
  36719. */
  36720. readonly isUserIsMoving: boolean;
  36721. /**
  36722. * The camera can move all the way towards the mesh.
  36723. */
  36724. static IgnoreBoundsSizeMode: number;
  36725. /**
  36726. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36727. */
  36728. static FitFrustumSidesMode: number;
  36729. }
  36730. }
  36731. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36732. import { Nullable } from "babylonjs/types";
  36733. import { Camera } from "babylonjs/Cameras/camera";
  36734. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36735. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36736. /**
  36737. * Base class for Camera Pointer Inputs.
  36738. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36739. * for example usage.
  36740. */
  36741. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36742. /**
  36743. * Defines the camera the input is attached to.
  36744. */
  36745. abstract camera: Camera;
  36746. /**
  36747. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36748. */
  36749. protected _altKey: boolean;
  36750. protected _ctrlKey: boolean;
  36751. protected _metaKey: boolean;
  36752. protected _shiftKey: boolean;
  36753. /**
  36754. * Which mouse buttons were pressed at time of last mouse event.
  36755. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36756. */
  36757. protected _buttonsPressed: number;
  36758. /**
  36759. * Defines the buttons associated with the input to handle camera move.
  36760. */
  36761. buttons: number[];
  36762. /**
  36763. * Attach the input controls to a specific dom element to get the input from.
  36764. * @param element Defines the element the controls should be listened from
  36765. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36766. */
  36767. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36768. /**
  36769. * Detach the current controls from the specified dom element.
  36770. * @param element Defines the element to stop listening the inputs from
  36771. */
  36772. detachControl(element: Nullable<HTMLElement>): void;
  36773. /**
  36774. * Gets the class name of the current input.
  36775. * @returns the class name
  36776. */
  36777. getClassName(): string;
  36778. /**
  36779. * Get the friendly name associated with the input class.
  36780. * @returns the input friendly name
  36781. */
  36782. getSimpleName(): string;
  36783. /**
  36784. * Called on pointer POINTERDOUBLETAP event.
  36785. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36786. */
  36787. protected onDoubleTap(type: string): void;
  36788. /**
  36789. * Called on pointer POINTERMOVE event if only a single touch is active.
  36790. * Override this method to provide functionality.
  36791. */
  36792. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36793. /**
  36794. * Called on pointer POINTERMOVE event if multiple touches are active.
  36795. * Override this method to provide functionality.
  36796. */
  36797. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36798. /**
  36799. * Called on JS contextmenu event.
  36800. * Override this method to provide functionality.
  36801. */
  36802. protected onContextMenu(evt: PointerEvent): void;
  36803. /**
  36804. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36805. * press.
  36806. * Override this method to provide functionality.
  36807. */
  36808. protected onButtonDown(evt: PointerEvent): void;
  36809. /**
  36810. * Called each time a new POINTERUP event occurs. Ie, for each button
  36811. * release.
  36812. * Override this method to provide functionality.
  36813. */
  36814. protected onButtonUp(evt: PointerEvent): void;
  36815. /**
  36816. * Called when window becomes inactive.
  36817. * Override this method to provide functionality.
  36818. */
  36819. protected onLostFocus(): void;
  36820. private _pointerInput;
  36821. private _observer;
  36822. private _onLostFocus;
  36823. private pointA;
  36824. private pointB;
  36825. }
  36826. }
  36827. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36828. import { Nullable } from "babylonjs/types";
  36829. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36830. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36831. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36832. /**
  36833. * Manage the pointers inputs to control an arc rotate camera.
  36834. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36835. */
  36836. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36837. /**
  36838. * Defines the camera the input is attached to.
  36839. */
  36840. camera: ArcRotateCamera;
  36841. /**
  36842. * Gets the class name of the current input.
  36843. * @returns the class name
  36844. */
  36845. getClassName(): string;
  36846. /**
  36847. * Defines the buttons associated with the input to handle camera move.
  36848. */
  36849. buttons: number[];
  36850. /**
  36851. * Defines the pointer angular sensibility along the X axis or how fast is
  36852. * the camera rotating.
  36853. */
  36854. angularSensibilityX: number;
  36855. /**
  36856. * Defines the pointer angular sensibility along the Y axis or how fast is
  36857. * the camera rotating.
  36858. */
  36859. angularSensibilityY: number;
  36860. /**
  36861. * Defines the pointer pinch precision or how fast is the camera zooming.
  36862. */
  36863. pinchPrecision: number;
  36864. /**
  36865. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36866. * from 0.
  36867. * It defines the percentage of current camera.radius to use as delta when
  36868. * pinch zoom is used.
  36869. */
  36870. pinchDeltaPercentage: number;
  36871. /**
  36872. * Defines the pointer panning sensibility or how fast is the camera moving.
  36873. */
  36874. panningSensibility: number;
  36875. /**
  36876. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36877. */
  36878. multiTouchPanning: boolean;
  36879. /**
  36880. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36881. * zoom (pinch) through multitouch.
  36882. */
  36883. multiTouchPanAndZoom: boolean;
  36884. /**
  36885. * Revers pinch action direction.
  36886. */
  36887. pinchInwards: boolean;
  36888. private _isPanClick;
  36889. private _twoFingerActivityCount;
  36890. private _isPinching;
  36891. /**
  36892. * Called on pointer POINTERMOVE event if only a single touch is active.
  36893. */
  36894. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36895. /**
  36896. * Called on pointer POINTERDOUBLETAP event.
  36897. */
  36898. protected onDoubleTap(type: string): void;
  36899. /**
  36900. * Called on pointer POINTERMOVE event if multiple touches are active.
  36901. */
  36902. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36903. /**
  36904. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36905. * press.
  36906. */
  36907. protected onButtonDown(evt: PointerEvent): void;
  36908. /**
  36909. * Called each time a new POINTERUP event occurs. Ie, for each button
  36910. * release.
  36911. */
  36912. protected onButtonUp(evt: PointerEvent): void;
  36913. /**
  36914. * Called when window becomes inactive.
  36915. */
  36916. protected onLostFocus(): void;
  36917. }
  36918. }
  36919. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36920. import { Nullable } from "babylonjs/types";
  36921. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36922. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36923. /**
  36924. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36925. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36926. */
  36927. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36928. /**
  36929. * Defines the camera the input is attached to.
  36930. */
  36931. camera: ArcRotateCamera;
  36932. /**
  36933. * Defines the list of key codes associated with the up action (increase alpha)
  36934. */
  36935. keysUp: number[];
  36936. /**
  36937. * Defines the list of key codes associated with the down action (decrease alpha)
  36938. */
  36939. keysDown: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the left action (increase beta)
  36942. */
  36943. keysLeft: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the right action (decrease beta)
  36946. */
  36947. keysRight: number[];
  36948. /**
  36949. * Defines the list of key codes associated with the reset action.
  36950. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36951. */
  36952. keysReset: number[];
  36953. /**
  36954. * Defines the panning sensibility of the inputs.
  36955. * (How fast is the camera paning)
  36956. */
  36957. panningSensibility: number;
  36958. /**
  36959. * Defines the zooming sensibility of the inputs.
  36960. * (How fast is the camera zooming)
  36961. */
  36962. zoomingSensibility: number;
  36963. /**
  36964. * Defines wether maintaining the alt key down switch the movement mode from
  36965. * orientation to zoom.
  36966. */
  36967. useAltToZoom: boolean;
  36968. /**
  36969. * Rotation speed of the camera
  36970. */
  36971. angularSpeed: number;
  36972. private _keys;
  36973. private _ctrlPressed;
  36974. private _altPressed;
  36975. private _onCanvasBlurObserver;
  36976. private _onKeyboardObserver;
  36977. private _engine;
  36978. private _scene;
  36979. /**
  36980. * Attach the input controls to a specific dom element to get the input from.
  36981. * @param element Defines the element the controls should be listened from
  36982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36983. */
  36984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36985. /**
  36986. * Detach the current controls from the specified dom element.
  36987. * @param element Defines the element to stop listening the inputs from
  36988. */
  36989. detachControl(element: Nullable<HTMLElement>): void;
  36990. /**
  36991. * Update the current camera state depending on the inputs that have been used this frame.
  36992. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36993. */
  36994. checkInputs(): void;
  36995. /**
  36996. * Gets the class name of the current intput.
  36997. * @returns the class name
  36998. */
  36999. getClassName(): string;
  37000. /**
  37001. * Get the friendly name associated with the input class.
  37002. * @returns the input friendly name
  37003. */
  37004. getSimpleName(): string;
  37005. }
  37006. }
  37007. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37008. import { Nullable } from "babylonjs/types";
  37009. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37010. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37011. /**
  37012. * Manage the mouse wheel inputs to control an arc rotate camera.
  37013. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37014. */
  37015. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37016. /**
  37017. * Defines the camera the input is attached to.
  37018. */
  37019. camera: ArcRotateCamera;
  37020. /**
  37021. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37022. */
  37023. wheelPrecision: number;
  37024. /**
  37025. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37026. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37027. */
  37028. wheelDeltaPercentage: number;
  37029. private _wheel;
  37030. private _observer;
  37031. private computeDeltaFromMouseWheelLegacyEvent;
  37032. /**
  37033. * Attach the input controls to a specific dom element to get the input from.
  37034. * @param element Defines the element the controls should be listened from
  37035. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37036. */
  37037. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37038. /**
  37039. * Detach the current controls from the specified dom element.
  37040. * @param element Defines the element to stop listening the inputs from
  37041. */
  37042. detachControl(element: Nullable<HTMLElement>): void;
  37043. /**
  37044. * Gets the class name of the current intput.
  37045. * @returns the class name
  37046. */
  37047. getClassName(): string;
  37048. /**
  37049. * Get the friendly name associated with the input class.
  37050. * @returns the input friendly name
  37051. */
  37052. getSimpleName(): string;
  37053. }
  37054. }
  37055. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37056. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37057. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37058. /**
  37059. * Default Inputs manager for the ArcRotateCamera.
  37060. * It groups all the default supported inputs for ease of use.
  37061. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37062. */
  37063. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37064. /**
  37065. * Instantiates a new ArcRotateCameraInputsManager.
  37066. * @param camera Defines the camera the inputs belong to
  37067. */
  37068. constructor(camera: ArcRotateCamera);
  37069. /**
  37070. * Add mouse wheel input support to the input manager.
  37071. * @returns the current input manager
  37072. */
  37073. addMouseWheel(): ArcRotateCameraInputsManager;
  37074. /**
  37075. * Add pointers input support to the input manager.
  37076. * @returns the current input manager
  37077. */
  37078. addPointers(): ArcRotateCameraInputsManager;
  37079. /**
  37080. * Add keyboard input support to the input manager.
  37081. * @returns the current input manager
  37082. */
  37083. addKeyboard(): ArcRotateCameraInputsManager;
  37084. }
  37085. }
  37086. declare module "babylonjs/Cameras/arcRotateCamera" {
  37087. import { Observable } from "babylonjs/Misc/observable";
  37088. import { Nullable } from "babylonjs/types";
  37089. import { Scene } from "babylonjs/scene";
  37090. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37091. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37092. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37093. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37094. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37095. import { Camera } from "babylonjs/Cameras/camera";
  37096. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37097. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37098. import { Collider } from "babylonjs/Collisions/collider";
  37099. /**
  37100. * This represents an orbital type of camera.
  37101. *
  37102. * 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.
  37103. * 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.
  37104. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37105. */
  37106. export class ArcRotateCamera extends TargetCamera {
  37107. /**
  37108. * Defines the rotation angle of the camera along the longitudinal axis.
  37109. */
  37110. alpha: number;
  37111. /**
  37112. * Defines the rotation angle of the camera along the latitudinal axis.
  37113. */
  37114. beta: number;
  37115. /**
  37116. * Defines the radius of the camera from it s target point.
  37117. */
  37118. radius: number;
  37119. protected _target: Vector3;
  37120. protected _targetHost: Nullable<AbstractMesh>;
  37121. /**
  37122. * Defines the target point of the camera.
  37123. * The camera looks towards it form the radius distance.
  37124. */
  37125. target: Vector3;
  37126. /**
  37127. * Define the current local position of the camera in the scene
  37128. */
  37129. position: Vector3;
  37130. protected _upVector: Vector3;
  37131. protected _upToYMatrix: Matrix;
  37132. protected _YToUpMatrix: Matrix;
  37133. /**
  37134. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37135. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37136. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37137. */
  37138. upVector: Vector3;
  37139. /**
  37140. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37141. */
  37142. setMatUp(): void;
  37143. /**
  37144. * Current inertia value on the longitudinal axis.
  37145. * The bigger this number the longer it will take for the camera to stop.
  37146. */
  37147. inertialAlphaOffset: number;
  37148. /**
  37149. * Current inertia value on the latitudinal axis.
  37150. * The bigger this number the longer it will take for the camera to stop.
  37151. */
  37152. inertialBetaOffset: number;
  37153. /**
  37154. * Current inertia value on the radius axis.
  37155. * The bigger this number the longer it will take for the camera to stop.
  37156. */
  37157. inertialRadiusOffset: number;
  37158. /**
  37159. * Minimum allowed angle on the longitudinal axis.
  37160. * This can help limiting how the Camera is able to move in the scene.
  37161. */
  37162. lowerAlphaLimit: Nullable<number>;
  37163. /**
  37164. * Maximum allowed angle on the longitudinal axis.
  37165. * This can help limiting how the Camera is able to move in the scene.
  37166. */
  37167. upperAlphaLimit: Nullable<number>;
  37168. /**
  37169. * Minimum allowed angle on the latitudinal axis.
  37170. * This can help limiting how the Camera is able to move in the scene.
  37171. */
  37172. lowerBetaLimit: number;
  37173. /**
  37174. * Maximum allowed angle on the latitudinal axis.
  37175. * This can help limiting how the Camera is able to move in the scene.
  37176. */
  37177. upperBetaLimit: number;
  37178. /**
  37179. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37180. * This can help limiting how the Camera is able to move in the scene.
  37181. */
  37182. lowerRadiusLimit: Nullable<number>;
  37183. /**
  37184. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37185. * This can help limiting how the Camera is able to move in the scene.
  37186. */
  37187. upperRadiusLimit: Nullable<number>;
  37188. /**
  37189. * Defines the current inertia value used during panning of the camera along the X axis.
  37190. */
  37191. inertialPanningX: number;
  37192. /**
  37193. * Defines the current inertia value used during panning of the camera along the Y axis.
  37194. */
  37195. inertialPanningY: number;
  37196. /**
  37197. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37198. * Basically if your fingers moves away from more than this distance you will be considered
  37199. * in pinch mode.
  37200. */
  37201. pinchToPanMaxDistance: number;
  37202. /**
  37203. * Defines the maximum distance the camera can pan.
  37204. * This could help keeping the cammera always in your scene.
  37205. */
  37206. panningDistanceLimit: Nullable<number>;
  37207. /**
  37208. * Defines the target of the camera before paning.
  37209. */
  37210. panningOriginTarget: Vector3;
  37211. /**
  37212. * Defines the value of the inertia used during panning.
  37213. * 0 would mean stop inertia and one would mean no decelleration at all.
  37214. */
  37215. panningInertia: number;
  37216. /**
  37217. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37218. */
  37219. angularSensibilityX: number;
  37220. /**
  37221. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37222. */
  37223. angularSensibilityY: number;
  37224. /**
  37225. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37226. */
  37227. pinchPrecision: number;
  37228. /**
  37229. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37230. * It will be used instead of pinchDeltaPrecision if different from 0.
  37231. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37232. */
  37233. pinchDeltaPercentage: number;
  37234. /**
  37235. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37236. */
  37237. panningSensibility: number;
  37238. /**
  37239. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37240. */
  37241. keysUp: number[];
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37244. */
  37245. keysDown: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37248. */
  37249. keysLeft: number[];
  37250. /**
  37251. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37252. */
  37253. keysRight: number[];
  37254. /**
  37255. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37256. */
  37257. wheelPrecision: number;
  37258. /**
  37259. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37260. * It will be used instead of pinchDeltaPrecision if different from 0.
  37261. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37262. */
  37263. wheelDeltaPercentage: number;
  37264. /**
  37265. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37266. */
  37267. zoomOnFactor: number;
  37268. /**
  37269. * Defines a screen offset for the camera position.
  37270. */
  37271. targetScreenOffset: Vector2;
  37272. /**
  37273. * Allows the camera to be completely reversed.
  37274. * If false the camera can not arrive upside down.
  37275. */
  37276. allowUpsideDown: boolean;
  37277. /**
  37278. * Define if double tap/click is used to restore the previously saved state of the camera.
  37279. */
  37280. useInputToRestoreState: boolean;
  37281. /** @hidden */
  37282. _viewMatrix: Matrix;
  37283. /** @hidden */
  37284. _useCtrlForPanning: boolean;
  37285. /** @hidden */
  37286. _panningMouseButton: number;
  37287. /**
  37288. * Defines the input associated to the camera.
  37289. */
  37290. inputs: ArcRotateCameraInputsManager;
  37291. /** @hidden */
  37292. _reset: () => void;
  37293. /**
  37294. * Defines the allowed panning axis.
  37295. */
  37296. panningAxis: Vector3;
  37297. protected _localDirection: Vector3;
  37298. protected _transformedDirection: Vector3;
  37299. private _bouncingBehavior;
  37300. /**
  37301. * Gets the bouncing behavior of the camera if it has been enabled.
  37302. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37303. */
  37304. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37305. /**
  37306. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37307. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37308. */
  37309. useBouncingBehavior: boolean;
  37310. private _framingBehavior;
  37311. /**
  37312. * Gets the framing behavior of the camera if it has been enabled.
  37313. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37314. */
  37315. readonly framingBehavior: Nullable<FramingBehavior>;
  37316. /**
  37317. * Defines if the framing behavior of the camera is enabled on the camera.
  37318. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37319. */
  37320. useFramingBehavior: boolean;
  37321. private _autoRotationBehavior;
  37322. /**
  37323. * Gets the auto rotation behavior of the camera if it has been enabled.
  37324. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37325. */
  37326. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37327. /**
  37328. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37329. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37330. */
  37331. useAutoRotationBehavior: boolean;
  37332. /**
  37333. * Observable triggered when the mesh target has been changed on the camera.
  37334. */
  37335. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37336. /**
  37337. * Event raised when the camera is colliding with a mesh.
  37338. */
  37339. onCollide: (collidedMesh: AbstractMesh) => void;
  37340. /**
  37341. * Defines whether the camera should check collision with the objects oh the scene.
  37342. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37343. */
  37344. checkCollisions: boolean;
  37345. /**
  37346. * Defines the collision radius of the camera.
  37347. * This simulates a sphere around the camera.
  37348. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37349. */
  37350. collisionRadius: Vector3;
  37351. protected _collider: Collider;
  37352. protected _previousPosition: Vector3;
  37353. protected _collisionVelocity: Vector3;
  37354. protected _newPosition: Vector3;
  37355. protected _previousAlpha: number;
  37356. protected _previousBeta: number;
  37357. protected _previousRadius: number;
  37358. protected _collisionTriggered: boolean;
  37359. protected _targetBoundingCenter: Nullable<Vector3>;
  37360. private _computationVector;
  37361. /**
  37362. * Instantiates a new ArcRotateCamera in a given scene
  37363. * @param name Defines the name of the camera
  37364. * @param alpha Defines the camera rotation along the logitudinal axis
  37365. * @param beta Defines the camera rotation along the latitudinal axis
  37366. * @param radius Defines the camera distance from its target
  37367. * @param target Defines the camera target
  37368. * @param scene Defines the scene the camera belongs to
  37369. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37370. */
  37371. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37372. /** @hidden */
  37373. _initCache(): void;
  37374. /** @hidden */
  37375. _updateCache(ignoreParentClass?: boolean): void;
  37376. protected _getTargetPosition(): Vector3;
  37377. private _storedAlpha;
  37378. private _storedBeta;
  37379. private _storedRadius;
  37380. private _storedTarget;
  37381. private _storedTargetScreenOffset;
  37382. /**
  37383. * Stores the current state of the camera (alpha, beta, radius and target)
  37384. * @returns the camera itself
  37385. */
  37386. storeState(): Camera;
  37387. /**
  37388. * @hidden
  37389. * Restored camera state. You must call storeState() first
  37390. */
  37391. _restoreStateValues(): boolean;
  37392. /** @hidden */
  37393. _isSynchronizedViewMatrix(): boolean;
  37394. /**
  37395. * Attached controls to the current camera.
  37396. * @param element Defines the element the controls should be listened from
  37397. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37398. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37399. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37400. */
  37401. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37402. /**
  37403. * Detach the current controls from the camera.
  37404. * The camera will stop reacting to inputs.
  37405. * @param element Defines the element to stop listening the inputs from
  37406. */
  37407. detachControl(element: HTMLElement): void;
  37408. /** @hidden */
  37409. _checkInputs(): void;
  37410. protected _checkLimits(): void;
  37411. /**
  37412. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37413. */
  37414. rebuildAnglesAndRadius(): void;
  37415. /**
  37416. * Use a position to define the current camera related information like aplha, beta and radius
  37417. * @param position Defines the position to set the camera at
  37418. */
  37419. setPosition(position: Vector3): void;
  37420. /**
  37421. * Defines the target the camera should look at.
  37422. * This will automatically adapt alpha beta and radius to fit within the new target.
  37423. * @param target Defines the new target as a Vector or a mesh
  37424. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37425. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37426. */
  37427. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37428. /** @hidden */
  37429. _getViewMatrix(): Matrix;
  37430. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37431. /**
  37432. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37433. * @param meshes Defines the mesh to zoom on
  37434. * @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)
  37435. */
  37436. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37437. /**
  37438. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37439. * The target will be changed but the radius
  37440. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37441. * @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)
  37442. */
  37443. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37444. min: Vector3;
  37445. max: Vector3;
  37446. distance: number;
  37447. }, doNotUpdateMaxZ?: boolean): void;
  37448. /**
  37449. * @override
  37450. * Override Camera.createRigCamera
  37451. */
  37452. createRigCamera(name: string, cameraIndex: number): Camera;
  37453. /**
  37454. * @hidden
  37455. * @override
  37456. * Override Camera._updateRigCameras
  37457. */
  37458. _updateRigCameras(): void;
  37459. /**
  37460. * Destroy the camera and release the current resources hold by it.
  37461. */
  37462. dispose(): void;
  37463. /**
  37464. * Gets the current object class name.
  37465. * @return the class name
  37466. */
  37467. getClassName(): string;
  37468. }
  37469. }
  37470. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37471. import { Behavior } from "babylonjs/Behaviors/behavior";
  37472. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37473. /**
  37474. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37475. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37476. */
  37477. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37478. /**
  37479. * Gets the name of the behavior.
  37480. */
  37481. readonly name: string;
  37482. private _zoomStopsAnimation;
  37483. private _idleRotationSpeed;
  37484. private _idleRotationWaitTime;
  37485. private _idleRotationSpinupTime;
  37486. /**
  37487. * Sets the flag that indicates if user zooming should stop animation.
  37488. */
  37489. /**
  37490. * Gets the flag that indicates if user zooming should stop animation.
  37491. */
  37492. zoomStopsAnimation: boolean;
  37493. /**
  37494. * Sets the default speed at which the camera rotates around the model.
  37495. */
  37496. /**
  37497. * Gets the default speed at which the camera rotates around the model.
  37498. */
  37499. idleRotationSpeed: number;
  37500. /**
  37501. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37502. */
  37503. /**
  37504. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37505. */
  37506. idleRotationWaitTime: number;
  37507. /**
  37508. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37509. */
  37510. /**
  37511. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37512. */
  37513. idleRotationSpinupTime: number;
  37514. /**
  37515. * Gets a value indicating if the camera is currently rotating because of this behavior
  37516. */
  37517. readonly rotationInProgress: boolean;
  37518. private _onPrePointerObservableObserver;
  37519. private _onAfterCheckInputsObserver;
  37520. private _attachedCamera;
  37521. private _isPointerDown;
  37522. private _lastFrameTime;
  37523. private _lastInteractionTime;
  37524. private _cameraRotationSpeed;
  37525. /**
  37526. * Initializes the behavior.
  37527. */
  37528. init(): void;
  37529. /**
  37530. * Attaches the behavior to its arc rotate camera.
  37531. * @param camera Defines the camera to attach the behavior to
  37532. */
  37533. attach(camera: ArcRotateCamera): void;
  37534. /**
  37535. * Detaches the behavior from its current arc rotate camera.
  37536. */
  37537. detach(): void;
  37538. /**
  37539. * Returns true if user is scrolling.
  37540. * @return true if user is scrolling.
  37541. */
  37542. private _userIsZooming;
  37543. private _lastFrameRadius;
  37544. private _shouldAnimationStopForInteraction;
  37545. /**
  37546. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37547. */
  37548. private _applyUserInteraction;
  37549. private _userIsMoving;
  37550. }
  37551. }
  37552. declare module "babylonjs/Behaviors/Cameras/index" {
  37553. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37554. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37555. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37556. }
  37557. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37558. import { Mesh } from "babylonjs/Meshes/mesh";
  37559. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37560. import { Behavior } from "babylonjs/Behaviors/behavior";
  37561. /**
  37562. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37563. */
  37564. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37565. private ui;
  37566. /**
  37567. * The name of the behavior
  37568. */
  37569. name: string;
  37570. /**
  37571. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37572. */
  37573. distanceAwayFromFace: number;
  37574. /**
  37575. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37576. */
  37577. distanceAwayFromBottomOfFace: number;
  37578. private _faceVectors;
  37579. private _target;
  37580. private _scene;
  37581. private _onRenderObserver;
  37582. private _tmpMatrix;
  37583. private _tmpVector;
  37584. /**
  37585. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37586. * @param ui The transform node that should be attched to the mesh
  37587. */
  37588. constructor(ui: TransformNode);
  37589. /**
  37590. * Initializes the behavior
  37591. */
  37592. init(): void;
  37593. private _closestFace;
  37594. private _zeroVector;
  37595. private _lookAtTmpMatrix;
  37596. private _lookAtToRef;
  37597. /**
  37598. * Attaches the AttachToBoxBehavior to the passed in mesh
  37599. * @param target The mesh that the specified node will be attached to
  37600. */
  37601. attach(target: Mesh): void;
  37602. /**
  37603. * Detaches the behavior from the mesh
  37604. */
  37605. detach(): void;
  37606. }
  37607. }
  37608. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37609. import { Behavior } from "babylonjs/Behaviors/behavior";
  37610. import { Mesh } from "babylonjs/Meshes/mesh";
  37611. /**
  37612. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37613. */
  37614. export class FadeInOutBehavior implements Behavior<Mesh> {
  37615. /**
  37616. * Time in milliseconds to delay before fading in (Default: 0)
  37617. */
  37618. delay: number;
  37619. /**
  37620. * Time in milliseconds for the mesh to fade in (Default: 300)
  37621. */
  37622. fadeInTime: number;
  37623. private _millisecondsPerFrame;
  37624. private _hovered;
  37625. private _hoverValue;
  37626. private _ownerNode;
  37627. /**
  37628. * Instatiates the FadeInOutBehavior
  37629. */
  37630. constructor();
  37631. /**
  37632. * The name of the behavior
  37633. */
  37634. readonly name: string;
  37635. /**
  37636. * Initializes the behavior
  37637. */
  37638. init(): void;
  37639. /**
  37640. * Attaches the fade behavior on the passed in mesh
  37641. * @param ownerNode The mesh that will be faded in/out once attached
  37642. */
  37643. attach(ownerNode: Mesh): void;
  37644. /**
  37645. * Detaches the behavior from the mesh
  37646. */
  37647. detach(): void;
  37648. /**
  37649. * Triggers the mesh to begin fading in or out
  37650. * @param value if the object should fade in or out (true to fade in)
  37651. */
  37652. fadeIn(value: boolean): void;
  37653. private _update;
  37654. private _setAllVisibility;
  37655. }
  37656. }
  37657. declare module "babylonjs/Misc/pivotTools" {
  37658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37659. /**
  37660. * Class containing a set of static utilities functions for managing Pivots
  37661. * @hidden
  37662. */
  37663. export class PivotTools {
  37664. private static _PivotCached;
  37665. private static _OldPivotPoint;
  37666. private static _PivotTranslation;
  37667. private static _PivotTmpVector;
  37668. /** @hidden */
  37669. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37670. /** @hidden */
  37671. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37672. }
  37673. }
  37674. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37675. import { Scene } from "babylonjs/scene";
  37676. import { Vector4 } from "babylonjs/Maths/math.vector";
  37677. import { Mesh } from "babylonjs/Meshes/mesh";
  37678. import { Nullable } from "babylonjs/types";
  37679. import { Plane } from "babylonjs/Maths/math.plane";
  37680. /**
  37681. * Class containing static functions to help procedurally build meshes
  37682. */
  37683. export class PlaneBuilder {
  37684. /**
  37685. * Creates a plane mesh
  37686. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37687. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37688. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37689. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37690. * * If you create a double-sided mesh, you can choose what parts of 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
  37691. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37692. * @param name defines the name of the mesh
  37693. * @param options defines the options used to create the mesh
  37694. * @param scene defines the hosting scene
  37695. * @returns the plane mesh
  37696. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37697. */
  37698. static CreatePlane(name: string, options: {
  37699. size?: number;
  37700. width?: number;
  37701. height?: number;
  37702. sideOrientation?: number;
  37703. frontUVs?: Vector4;
  37704. backUVs?: Vector4;
  37705. updatable?: boolean;
  37706. sourcePlane?: Plane;
  37707. }, scene?: Nullable<Scene>): Mesh;
  37708. }
  37709. }
  37710. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37711. import { Behavior } from "babylonjs/Behaviors/behavior";
  37712. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37713. import { Observable } from "babylonjs/Misc/observable";
  37714. import { Vector3 } from "babylonjs/Maths/math.vector";
  37715. import { Ray } from "babylonjs/Culling/ray";
  37716. import "babylonjs/Meshes/Builders/planeBuilder";
  37717. /**
  37718. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37719. */
  37720. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37721. private static _AnyMouseID;
  37722. /**
  37723. * Abstract mesh the behavior is set on
  37724. */
  37725. attachedNode: AbstractMesh;
  37726. private _dragPlane;
  37727. private _scene;
  37728. private _pointerObserver;
  37729. private _beforeRenderObserver;
  37730. private static _planeScene;
  37731. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37732. /**
  37733. * 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)
  37734. */
  37735. maxDragAngle: number;
  37736. /**
  37737. * @hidden
  37738. */
  37739. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37740. /**
  37741. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37742. */
  37743. currentDraggingPointerID: number;
  37744. /**
  37745. * The last position where the pointer hit the drag plane in world space
  37746. */
  37747. lastDragPosition: Vector3;
  37748. /**
  37749. * If the behavior is currently in a dragging state
  37750. */
  37751. dragging: boolean;
  37752. /**
  37753. * 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)
  37754. */
  37755. dragDeltaRatio: number;
  37756. /**
  37757. * If the drag plane orientation should be updated during the dragging (Default: true)
  37758. */
  37759. updateDragPlane: boolean;
  37760. private _debugMode;
  37761. private _moving;
  37762. /**
  37763. * Fires each time the attached mesh is dragged with the pointer
  37764. * * delta between last drag position and current drag position in world space
  37765. * * dragDistance along the drag axis
  37766. * * dragPlaneNormal normal of the current drag plane used during the drag
  37767. * * dragPlanePoint in world space where the drag intersects the drag plane
  37768. */
  37769. onDragObservable: Observable<{
  37770. delta: Vector3;
  37771. dragPlanePoint: Vector3;
  37772. dragPlaneNormal: Vector3;
  37773. dragDistance: number;
  37774. pointerId: number;
  37775. }>;
  37776. /**
  37777. * Fires each time a drag begins (eg. mouse down on mesh)
  37778. */
  37779. onDragStartObservable: Observable<{
  37780. dragPlanePoint: Vector3;
  37781. pointerId: number;
  37782. }>;
  37783. /**
  37784. * Fires each time a drag ends (eg. mouse release after drag)
  37785. */
  37786. onDragEndObservable: Observable<{
  37787. dragPlanePoint: Vector3;
  37788. pointerId: number;
  37789. }>;
  37790. /**
  37791. * If the attached mesh should be moved when dragged
  37792. */
  37793. moveAttached: boolean;
  37794. /**
  37795. * If the drag behavior will react to drag events (Default: true)
  37796. */
  37797. enabled: boolean;
  37798. /**
  37799. * If pointer events should start and release the drag (Default: true)
  37800. */
  37801. startAndReleaseDragOnPointerEvents: boolean;
  37802. /**
  37803. * If camera controls should be detached during the drag
  37804. */
  37805. detachCameraControls: boolean;
  37806. /**
  37807. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37808. */
  37809. useObjectOrienationForDragging: boolean;
  37810. private _options;
  37811. /**
  37812. * Creates a pointer drag behavior that can be attached to a mesh
  37813. * @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)
  37814. */
  37815. constructor(options?: {
  37816. dragAxis?: Vector3;
  37817. dragPlaneNormal?: Vector3;
  37818. });
  37819. /**
  37820. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37821. */
  37822. validateDrag: (targetPosition: Vector3) => boolean;
  37823. /**
  37824. * The name of the behavior
  37825. */
  37826. readonly name: string;
  37827. /**
  37828. * Initializes the behavior
  37829. */
  37830. init(): void;
  37831. private _tmpVector;
  37832. private _alternatePickedPoint;
  37833. private _worldDragAxis;
  37834. private _targetPosition;
  37835. private _attachedElement;
  37836. /**
  37837. * Attaches the drag behavior the passed in mesh
  37838. * @param ownerNode The mesh that will be dragged around once attached
  37839. * @param predicate Predicate to use for pick filtering
  37840. */
  37841. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37842. /**
  37843. * Force relase the drag action by code.
  37844. */
  37845. releaseDrag(): void;
  37846. private _startDragRay;
  37847. private _lastPointerRay;
  37848. /**
  37849. * Simulates the start of a pointer drag event on the behavior
  37850. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37851. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37852. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37853. */
  37854. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37855. private _startDrag;
  37856. private _dragDelta;
  37857. private _moveDrag;
  37858. private _pickWithRayOnDragPlane;
  37859. private _pointA;
  37860. private _pointB;
  37861. private _pointC;
  37862. private _lineA;
  37863. private _lineB;
  37864. private _localAxis;
  37865. private _lookAt;
  37866. private _updateDragPlanePosition;
  37867. /**
  37868. * Detaches the behavior from the mesh
  37869. */
  37870. detach(): void;
  37871. }
  37872. }
  37873. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37874. import { Mesh } from "babylonjs/Meshes/mesh";
  37875. import { Behavior } from "babylonjs/Behaviors/behavior";
  37876. /**
  37877. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37878. */
  37879. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37880. private _dragBehaviorA;
  37881. private _dragBehaviorB;
  37882. private _startDistance;
  37883. private _initialScale;
  37884. private _targetScale;
  37885. private _ownerNode;
  37886. private _sceneRenderObserver;
  37887. /**
  37888. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37889. */
  37890. constructor();
  37891. /**
  37892. * The name of the behavior
  37893. */
  37894. readonly name: string;
  37895. /**
  37896. * Initializes the behavior
  37897. */
  37898. init(): void;
  37899. private _getCurrentDistance;
  37900. /**
  37901. * Attaches the scale behavior the passed in mesh
  37902. * @param ownerNode The mesh that will be scaled around once attached
  37903. */
  37904. attach(ownerNode: Mesh): void;
  37905. /**
  37906. * Detaches the behavior from the mesh
  37907. */
  37908. detach(): void;
  37909. }
  37910. }
  37911. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37912. import { Behavior } from "babylonjs/Behaviors/behavior";
  37913. import { Mesh } from "babylonjs/Meshes/mesh";
  37914. import { Observable } from "babylonjs/Misc/observable";
  37915. /**
  37916. * 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
  37917. */
  37918. export class SixDofDragBehavior implements Behavior<Mesh> {
  37919. private static _virtualScene;
  37920. private _ownerNode;
  37921. private _sceneRenderObserver;
  37922. private _scene;
  37923. private _targetPosition;
  37924. private _virtualOriginMesh;
  37925. private _virtualDragMesh;
  37926. private _pointerObserver;
  37927. private _moving;
  37928. private _startingOrientation;
  37929. /**
  37930. * 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)
  37931. */
  37932. private zDragFactor;
  37933. /**
  37934. * If the object should rotate to face the drag origin
  37935. */
  37936. rotateDraggedObject: boolean;
  37937. /**
  37938. * If the behavior is currently in a dragging state
  37939. */
  37940. dragging: boolean;
  37941. /**
  37942. * 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)
  37943. */
  37944. dragDeltaRatio: number;
  37945. /**
  37946. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37947. */
  37948. currentDraggingPointerID: number;
  37949. /**
  37950. * If camera controls should be detached during the drag
  37951. */
  37952. detachCameraControls: boolean;
  37953. /**
  37954. * Fires each time a drag starts
  37955. */
  37956. onDragStartObservable: Observable<{}>;
  37957. /**
  37958. * Fires each time a drag ends (eg. mouse release after drag)
  37959. */
  37960. onDragEndObservable: Observable<{}>;
  37961. /**
  37962. * 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
  37963. */
  37964. constructor();
  37965. /**
  37966. * The name of the behavior
  37967. */
  37968. readonly name: string;
  37969. /**
  37970. * Initializes the behavior
  37971. */
  37972. init(): void;
  37973. /**
  37974. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37975. */
  37976. private readonly _pointerCamera;
  37977. /**
  37978. * Attaches the scale behavior the passed in mesh
  37979. * @param ownerNode The mesh that will be scaled around once attached
  37980. */
  37981. attach(ownerNode: Mesh): void;
  37982. /**
  37983. * Detaches the behavior from the mesh
  37984. */
  37985. detach(): void;
  37986. }
  37987. }
  37988. declare module "babylonjs/Behaviors/Meshes/index" {
  37989. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37990. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37991. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37992. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37993. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37994. }
  37995. declare module "babylonjs/Behaviors/index" {
  37996. export * from "babylonjs/Behaviors/behavior";
  37997. export * from "babylonjs/Behaviors/Cameras/index";
  37998. export * from "babylonjs/Behaviors/Meshes/index";
  37999. }
  38000. declare module "babylonjs/Bones/boneIKController" {
  38001. import { Bone } from "babylonjs/Bones/bone";
  38002. import { Vector3 } from "babylonjs/Maths/math.vector";
  38003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38004. import { Nullable } from "babylonjs/types";
  38005. /**
  38006. * Class used to apply inverse kinematics to bones
  38007. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38008. */
  38009. export class BoneIKController {
  38010. private static _tmpVecs;
  38011. private static _tmpQuat;
  38012. private static _tmpMats;
  38013. /**
  38014. * Gets or sets the target mesh
  38015. */
  38016. targetMesh: AbstractMesh;
  38017. /** Gets or sets the mesh used as pole */
  38018. poleTargetMesh: AbstractMesh;
  38019. /**
  38020. * Gets or sets the bone used as pole
  38021. */
  38022. poleTargetBone: Nullable<Bone>;
  38023. /**
  38024. * Gets or sets the target position
  38025. */
  38026. targetPosition: Vector3;
  38027. /**
  38028. * Gets or sets the pole target position
  38029. */
  38030. poleTargetPosition: Vector3;
  38031. /**
  38032. * Gets or sets the pole target local offset
  38033. */
  38034. poleTargetLocalOffset: Vector3;
  38035. /**
  38036. * Gets or sets the pole angle
  38037. */
  38038. poleAngle: number;
  38039. /**
  38040. * Gets or sets the mesh associated with the controller
  38041. */
  38042. mesh: AbstractMesh;
  38043. /**
  38044. * 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)
  38045. */
  38046. slerpAmount: number;
  38047. private _bone1Quat;
  38048. private _bone1Mat;
  38049. private _bone2Ang;
  38050. private _bone1;
  38051. private _bone2;
  38052. private _bone1Length;
  38053. private _bone2Length;
  38054. private _maxAngle;
  38055. private _maxReach;
  38056. private _rightHandedSystem;
  38057. private _bendAxis;
  38058. private _slerping;
  38059. private _adjustRoll;
  38060. /**
  38061. * Gets or sets maximum allowed angle
  38062. */
  38063. maxAngle: number;
  38064. /**
  38065. * Creates a new BoneIKController
  38066. * @param mesh defines the mesh to control
  38067. * @param bone defines the bone to control
  38068. * @param options defines options to set up the controller
  38069. */
  38070. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38071. targetMesh?: AbstractMesh;
  38072. poleTargetMesh?: AbstractMesh;
  38073. poleTargetBone?: Bone;
  38074. poleTargetLocalOffset?: Vector3;
  38075. poleAngle?: number;
  38076. bendAxis?: Vector3;
  38077. maxAngle?: number;
  38078. slerpAmount?: number;
  38079. });
  38080. private _setMaxAngle;
  38081. /**
  38082. * Force the controller to update the bones
  38083. */
  38084. update(): void;
  38085. }
  38086. }
  38087. declare module "babylonjs/Bones/boneLookController" {
  38088. import { Vector3 } from "babylonjs/Maths/math.vector";
  38089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38090. import { Bone } from "babylonjs/Bones/bone";
  38091. import { Space } from "babylonjs/Maths/math.axis";
  38092. /**
  38093. * Class used to make a bone look toward a point in space
  38094. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38095. */
  38096. export class BoneLookController {
  38097. private static _tmpVecs;
  38098. private static _tmpQuat;
  38099. private static _tmpMats;
  38100. /**
  38101. * The target Vector3 that the bone will look at
  38102. */
  38103. target: Vector3;
  38104. /**
  38105. * The mesh that the bone is attached to
  38106. */
  38107. mesh: AbstractMesh;
  38108. /**
  38109. * The bone that will be looking to the target
  38110. */
  38111. bone: Bone;
  38112. /**
  38113. * The up axis of the coordinate system that is used when the bone is rotated
  38114. */
  38115. upAxis: Vector3;
  38116. /**
  38117. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38118. */
  38119. upAxisSpace: Space;
  38120. /**
  38121. * Used to make an adjustment to the yaw of the bone
  38122. */
  38123. adjustYaw: number;
  38124. /**
  38125. * Used to make an adjustment to the pitch of the bone
  38126. */
  38127. adjustPitch: number;
  38128. /**
  38129. * Used to make an adjustment to the roll of the bone
  38130. */
  38131. adjustRoll: number;
  38132. /**
  38133. * 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)
  38134. */
  38135. slerpAmount: number;
  38136. private _minYaw;
  38137. private _maxYaw;
  38138. private _minPitch;
  38139. private _maxPitch;
  38140. private _minYawSin;
  38141. private _minYawCos;
  38142. private _maxYawSin;
  38143. private _maxYawCos;
  38144. private _midYawConstraint;
  38145. private _minPitchTan;
  38146. private _maxPitchTan;
  38147. private _boneQuat;
  38148. private _slerping;
  38149. private _transformYawPitch;
  38150. private _transformYawPitchInv;
  38151. private _firstFrameSkipped;
  38152. private _yawRange;
  38153. private _fowardAxis;
  38154. /**
  38155. * Gets or sets the minimum yaw angle that the bone can look to
  38156. */
  38157. minYaw: number;
  38158. /**
  38159. * Gets or sets the maximum yaw angle that the bone can look to
  38160. */
  38161. maxYaw: number;
  38162. /**
  38163. * Gets or sets the minimum pitch angle that the bone can look to
  38164. */
  38165. minPitch: number;
  38166. /**
  38167. * Gets or sets the maximum pitch angle that the bone can look to
  38168. */
  38169. maxPitch: number;
  38170. /**
  38171. * Create a BoneLookController
  38172. * @param mesh the mesh that the bone belongs to
  38173. * @param bone the bone that will be looking to the target
  38174. * @param target the target Vector3 to look at
  38175. * @param options optional settings:
  38176. * * maxYaw: the maximum angle the bone will yaw to
  38177. * * minYaw: the minimum angle the bone will yaw to
  38178. * * maxPitch: the maximum angle the bone will pitch to
  38179. * * minPitch: the minimum angle the bone will yaw to
  38180. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38181. * * upAxis: the up axis of the coordinate system
  38182. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38183. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38184. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38185. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38186. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38187. * * adjustRoll: used to make an adjustment to the roll of the bone
  38188. **/
  38189. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38190. maxYaw?: number;
  38191. minYaw?: number;
  38192. maxPitch?: number;
  38193. minPitch?: number;
  38194. slerpAmount?: number;
  38195. upAxis?: Vector3;
  38196. upAxisSpace?: Space;
  38197. yawAxis?: Vector3;
  38198. pitchAxis?: Vector3;
  38199. adjustYaw?: number;
  38200. adjustPitch?: number;
  38201. adjustRoll?: number;
  38202. });
  38203. /**
  38204. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38205. */
  38206. update(): void;
  38207. private _getAngleDiff;
  38208. private _getAngleBetween;
  38209. private _isAngleBetween;
  38210. }
  38211. }
  38212. declare module "babylonjs/Bones/index" {
  38213. export * from "babylonjs/Bones/bone";
  38214. export * from "babylonjs/Bones/boneIKController";
  38215. export * from "babylonjs/Bones/boneLookController";
  38216. export * from "babylonjs/Bones/skeleton";
  38217. }
  38218. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38219. import { Nullable } from "babylonjs/types";
  38220. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38221. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38222. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38223. /**
  38224. * Manage the gamepad inputs to control an arc rotate camera.
  38225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38226. */
  38227. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38228. /**
  38229. * Defines the camera the input is attached to.
  38230. */
  38231. camera: ArcRotateCamera;
  38232. /**
  38233. * Defines the gamepad the input is gathering event from.
  38234. */
  38235. gamepad: Nullable<Gamepad>;
  38236. /**
  38237. * Defines the gamepad rotation sensiblity.
  38238. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38239. */
  38240. gamepadRotationSensibility: number;
  38241. /**
  38242. * Defines the gamepad move sensiblity.
  38243. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38244. */
  38245. gamepadMoveSensibility: number;
  38246. private _onGamepadConnectedObserver;
  38247. private _onGamepadDisconnectedObserver;
  38248. /**
  38249. * Attach the input controls to a specific dom element to get the input from.
  38250. * @param element Defines the element the controls should be listened from
  38251. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38252. */
  38253. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38254. /**
  38255. * Detach the current controls from the specified dom element.
  38256. * @param element Defines the element to stop listening the inputs from
  38257. */
  38258. detachControl(element: Nullable<HTMLElement>): void;
  38259. /**
  38260. * Update the current camera state depending on the inputs that have been used this frame.
  38261. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38262. */
  38263. checkInputs(): void;
  38264. /**
  38265. * Gets the class name of the current intput.
  38266. * @returns the class name
  38267. */
  38268. getClassName(): string;
  38269. /**
  38270. * Get the friendly name associated with the input class.
  38271. * @returns the input friendly name
  38272. */
  38273. getSimpleName(): string;
  38274. }
  38275. }
  38276. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38277. import { Nullable } from "babylonjs/types";
  38278. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38279. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38280. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38281. interface ArcRotateCameraInputsManager {
  38282. /**
  38283. * Add orientation input support to the input manager.
  38284. * @returns the current input manager
  38285. */
  38286. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38287. }
  38288. }
  38289. /**
  38290. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38291. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38292. */
  38293. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38294. /**
  38295. * Defines the camera the input is attached to.
  38296. */
  38297. camera: ArcRotateCamera;
  38298. /**
  38299. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38300. */
  38301. alphaCorrection: number;
  38302. /**
  38303. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38304. */
  38305. gammaCorrection: number;
  38306. private _alpha;
  38307. private _gamma;
  38308. private _dirty;
  38309. private _deviceOrientationHandler;
  38310. /**
  38311. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38312. */
  38313. constructor();
  38314. /**
  38315. * Attach the input controls to a specific dom element to get the input from.
  38316. * @param element Defines the element the controls should be listened from
  38317. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38318. */
  38319. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38320. /** @hidden */
  38321. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38322. /**
  38323. * Update the current camera state depending on the inputs that have been used this frame.
  38324. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38325. */
  38326. checkInputs(): void;
  38327. /**
  38328. * Detach the current controls from the specified dom element.
  38329. * @param element Defines the element to stop listening the inputs from
  38330. */
  38331. detachControl(element: Nullable<HTMLElement>): void;
  38332. /**
  38333. * Gets the class name of the current intput.
  38334. * @returns the class name
  38335. */
  38336. getClassName(): string;
  38337. /**
  38338. * Get the friendly name associated with the input class.
  38339. * @returns the input friendly name
  38340. */
  38341. getSimpleName(): string;
  38342. }
  38343. }
  38344. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38345. import { Nullable } from "babylonjs/types";
  38346. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38347. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38348. /**
  38349. * Listen to mouse events to control the camera.
  38350. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38351. */
  38352. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38353. /**
  38354. * Defines the camera the input is attached to.
  38355. */
  38356. camera: FlyCamera;
  38357. /**
  38358. * Defines if touch is enabled. (Default is true.)
  38359. */
  38360. touchEnabled: boolean;
  38361. /**
  38362. * Defines the buttons associated with the input to handle camera rotation.
  38363. */
  38364. buttons: number[];
  38365. /**
  38366. * Assign buttons for Yaw control.
  38367. */
  38368. buttonsYaw: number[];
  38369. /**
  38370. * Assign buttons for Pitch control.
  38371. */
  38372. buttonsPitch: number[];
  38373. /**
  38374. * Assign buttons for Roll control.
  38375. */
  38376. buttonsRoll: number[];
  38377. /**
  38378. * Detect if any button is being pressed while mouse is moved.
  38379. * -1 = Mouse locked.
  38380. * 0 = Left button.
  38381. * 1 = Middle Button.
  38382. * 2 = Right Button.
  38383. */
  38384. activeButton: number;
  38385. /**
  38386. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38387. * Higher values reduce its sensitivity.
  38388. */
  38389. angularSensibility: number;
  38390. private _mousemoveCallback;
  38391. private _observer;
  38392. private _rollObserver;
  38393. private previousPosition;
  38394. private noPreventDefault;
  38395. private element;
  38396. /**
  38397. * Listen to mouse events to control the camera.
  38398. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38400. */
  38401. constructor(touchEnabled?: boolean);
  38402. /**
  38403. * Attach the mouse control to the HTML DOM element.
  38404. * @param element Defines the element that listens to the input events.
  38405. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38406. */
  38407. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38408. /**
  38409. * Detach the current controls from the specified dom element.
  38410. * @param element Defines the element to stop listening the inputs from
  38411. */
  38412. detachControl(element: Nullable<HTMLElement>): void;
  38413. /**
  38414. * Gets the class name of the current input.
  38415. * @returns the class name.
  38416. */
  38417. getClassName(): string;
  38418. /**
  38419. * Get the friendly name associated with the input class.
  38420. * @returns the input's friendly name.
  38421. */
  38422. getSimpleName(): string;
  38423. private _pointerInput;
  38424. private _onMouseMove;
  38425. /**
  38426. * Rotate camera by mouse offset.
  38427. */
  38428. private rotateCamera;
  38429. }
  38430. }
  38431. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38432. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38433. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38434. /**
  38435. * Default Inputs manager for the FlyCamera.
  38436. * It groups all the default supported inputs for ease of use.
  38437. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38438. */
  38439. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38440. /**
  38441. * Instantiates a new FlyCameraInputsManager.
  38442. * @param camera Defines the camera the inputs belong to.
  38443. */
  38444. constructor(camera: FlyCamera);
  38445. /**
  38446. * Add keyboard input support to the input manager.
  38447. * @returns the new FlyCameraKeyboardMoveInput().
  38448. */
  38449. addKeyboard(): FlyCameraInputsManager;
  38450. /**
  38451. * Add mouse input support to the input manager.
  38452. * @param touchEnabled Enable touch screen support.
  38453. * @returns the new FlyCameraMouseInput().
  38454. */
  38455. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38456. }
  38457. }
  38458. declare module "babylonjs/Cameras/flyCamera" {
  38459. import { Scene } from "babylonjs/scene";
  38460. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38461. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38462. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38463. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38464. /**
  38465. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38466. * such as in a 3D Space Shooter or a Flight Simulator.
  38467. */
  38468. export class FlyCamera extends TargetCamera {
  38469. /**
  38470. * Define the collision ellipsoid of the camera.
  38471. * This is helpful for simulating a camera body, like a player's body.
  38472. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38473. */
  38474. ellipsoid: Vector3;
  38475. /**
  38476. * Define an offset for the position of the ellipsoid around the camera.
  38477. * This can be helpful if the camera is attached away from the player's body center,
  38478. * such as at its head.
  38479. */
  38480. ellipsoidOffset: Vector3;
  38481. /**
  38482. * Enable or disable collisions of the camera with the rest of the scene objects.
  38483. */
  38484. checkCollisions: boolean;
  38485. /**
  38486. * Enable or disable gravity on the camera.
  38487. */
  38488. applyGravity: boolean;
  38489. /**
  38490. * Define the current direction the camera is moving to.
  38491. */
  38492. cameraDirection: Vector3;
  38493. /**
  38494. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38495. * This overrides and empties cameraRotation.
  38496. */
  38497. rotationQuaternion: Quaternion;
  38498. /**
  38499. * Track Roll to maintain the wanted Rolling when looking around.
  38500. */
  38501. _trackRoll: number;
  38502. /**
  38503. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38504. */
  38505. rollCorrect: number;
  38506. /**
  38507. * Mimic a banked turn, Rolling the camera when Yawing.
  38508. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38509. */
  38510. bankedTurn: boolean;
  38511. /**
  38512. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38513. */
  38514. bankedTurnLimit: number;
  38515. /**
  38516. * Value of 0 disables the banked Roll.
  38517. * Value of 1 is equal to the Yaw angle in radians.
  38518. */
  38519. bankedTurnMultiplier: number;
  38520. /**
  38521. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38522. */
  38523. inputs: FlyCameraInputsManager;
  38524. /**
  38525. * Gets the input sensibility for mouse input.
  38526. * Higher values reduce sensitivity.
  38527. */
  38528. /**
  38529. * Sets the input sensibility for a mouse input.
  38530. * Higher values reduce sensitivity.
  38531. */
  38532. angularSensibility: number;
  38533. /**
  38534. * Get the keys for camera movement forward.
  38535. */
  38536. /**
  38537. * Set the keys for camera movement forward.
  38538. */
  38539. keysForward: number[];
  38540. /**
  38541. * Get the keys for camera movement backward.
  38542. */
  38543. keysBackward: number[];
  38544. /**
  38545. * Get the keys for camera movement up.
  38546. */
  38547. /**
  38548. * Set the keys for camera movement up.
  38549. */
  38550. keysUp: number[];
  38551. /**
  38552. * Get the keys for camera movement down.
  38553. */
  38554. /**
  38555. * Set the keys for camera movement down.
  38556. */
  38557. keysDown: number[];
  38558. /**
  38559. * Get the keys for camera movement left.
  38560. */
  38561. /**
  38562. * Set the keys for camera movement left.
  38563. */
  38564. keysLeft: number[];
  38565. /**
  38566. * Set the keys for camera movement right.
  38567. */
  38568. /**
  38569. * Set the keys for camera movement right.
  38570. */
  38571. keysRight: number[];
  38572. /**
  38573. * Event raised when the camera collides with a mesh in the scene.
  38574. */
  38575. onCollide: (collidedMesh: AbstractMesh) => void;
  38576. private _collider;
  38577. private _needMoveForGravity;
  38578. private _oldPosition;
  38579. private _diffPosition;
  38580. private _newPosition;
  38581. /** @hidden */
  38582. _localDirection: Vector3;
  38583. /** @hidden */
  38584. _transformedDirection: Vector3;
  38585. /**
  38586. * Instantiates a FlyCamera.
  38587. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38588. * such as in a 3D Space Shooter or a Flight Simulator.
  38589. * @param name Define the name of the camera in the scene.
  38590. * @param position Define the starting position of the camera in the scene.
  38591. * @param scene Define the scene the camera belongs to.
  38592. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38593. */
  38594. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38595. /**
  38596. * Attach a control to the HTML DOM element.
  38597. * @param element Defines the element that listens to the input events.
  38598. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38599. */
  38600. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38601. /**
  38602. * Detach a control from the HTML DOM element.
  38603. * The camera will stop reacting to that input.
  38604. * @param element Defines the element that listens to the input events.
  38605. */
  38606. detachControl(element: HTMLElement): void;
  38607. private _collisionMask;
  38608. /**
  38609. * Get the mask that the camera ignores in collision events.
  38610. */
  38611. /**
  38612. * Set the mask that the camera ignores in collision events.
  38613. */
  38614. collisionMask: number;
  38615. /** @hidden */
  38616. _collideWithWorld(displacement: Vector3): void;
  38617. /** @hidden */
  38618. private _onCollisionPositionChange;
  38619. /** @hidden */
  38620. _checkInputs(): void;
  38621. /** @hidden */
  38622. _decideIfNeedsToMove(): boolean;
  38623. /** @hidden */
  38624. _updatePosition(): void;
  38625. /**
  38626. * Restore the Roll to its target value at the rate specified.
  38627. * @param rate - Higher means slower restoring.
  38628. * @hidden
  38629. */
  38630. restoreRoll(rate: number): void;
  38631. /**
  38632. * Destroy the camera and release the current resources held by it.
  38633. */
  38634. dispose(): void;
  38635. /**
  38636. * Get the current object class name.
  38637. * @returns the class name.
  38638. */
  38639. getClassName(): string;
  38640. }
  38641. }
  38642. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38643. import { Nullable } from "babylonjs/types";
  38644. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38645. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38646. /**
  38647. * Listen to keyboard events to control the camera.
  38648. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38649. */
  38650. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38651. /**
  38652. * Defines the camera the input is attached to.
  38653. */
  38654. camera: FlyCamera;
  38655. /**
  38656. * The list of keyboard keys used to control the forward move of the camera.
  38657. */
  38658. keysForward: number[];
  38659. /**
  38660. * The list of keyboard keys used to control the backward move of the camera.
  38661. */
  38662. keysBackward: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the forward move of the camera.
  38665. */
  38666. keysUp: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the backward move of the camera.
  38669. */
  38670. keysDown: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the right strafe move of the camera.
  38673. */
  38674. keysRight: number[];
  38675. /**
  38676. * The list of keyboard keys used to control the left strafe move of the camera.
  38677. */
  38678. keysLeft: number[];
  38679. private _keys;
  38680. private _onCanvasBlurObserver;
  38681. private _onKeyboardObserver;
  38682. private _engine;
  38683. private _scene;
  38684. /**
  38685. * Attach the input controls to a specific dom element to get the input from.
  38686. * @param element Defines the element the controls should be listened from
  38687. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38688. */
  38689. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38690. /**
  38691. * Detach the current controls from the specified dom element.
  38692. * @param element Defines the element to stop listening the inputs from
  38693. */
  38694. detachControl(element: Nullable<HTMLElement>): void;
  38695. /**
  38696. * Gets the class name of the current intput.
  38697. * @returns the class name
  38698. */
  38699. getClassName(): string;
  38700. /** @hidden */
  38701. _onLostFocus(e: FocusEvent): void;
  38702. /**
  38703. * Get the friendly name associated with the input class.
  38704. * @returns the input friendly name
  38705. */
  38706. getSimpleName(): string;
  38707. /**
  38708. * Update the current camera state depending on the inputs that have been used this frame.
  38709. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38710. */
  38711. checkInputs(): void;
  38712. }
  38713. }
  38714. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38715. import { Nullable } from "babylonjs/types";
  38716. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38717. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38718. /**
  38719. * Manage the mouse wheel inputs to control a follow camera.
  38720. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38721. */
  38722. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38723. /**
  38724. * Defines the camera the input is attached to.
  38725. */
  38726. camera: FollowCamera;
  38727. /**
  38728. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38729. */
  38730. axisControlRadius: boolean;
  38731. /**
  38732. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38733. */
  38734. axisControlHeight: boolean;
  38735. /**
  38736. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38737. */
  38738. axisControlRotation: boolean;
  38739. /**
  38740. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38741. * relation to mouseWheel events.
  38742. */
  38743. wheelPrecision: number;
  38744. /**
  38745. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38746. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38747. */
  38748. wheelDeltaPercentage: number;
  38749. private _wheel;
  38750. private _observer;
  38751. /**
  38752. * Attach the input controls to a specific dom element to get the input from.
  38753. * @param element Defines the element the controls should be listened from
  38754. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38755. */
  38756. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38757. /**
  38758. * Detach the current controls from the specified dom element.
  38759. * @param element Defines the element to stop listening the inputs from
  38760. */
  38761. detachControl(element: Nullable<HTMLElement>): void;
  38762. /**
  38763. * Gets the class name of the current intput.
  38764. * @returns the class name
  38765. */
  38766. getClassName(): string;
  38767. /**
  38768. * Get the friendly name associated with the input class.
  38769. * @returns the input friendly name
  38770. */
  38771. getSimpleName(): string;
  38772. }
  38773. }
  38774. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38775. import { Nullable } from "babylonjs/types";
  38776. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38777. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38778. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38779. /**
  38780. * Manage the pointers inputs to control an follow camera.
  38781. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38782. */
  38783. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38784. /**
  38785. * Defines the camera the input is attached to.
  38786. */
  38787. camera: FollowCamera;
  38788. /**
  38789. * Gets the class name of the current input.
  38790. * @returns the class name
  38791. */
  38792. getClassName(): string;
  38793. /**
  38794. * Defines the pointer angular sensibility along the X axis or how fast is
  38795. * the camera rotating.
  38796. * A negative number will reverse the axis direction.
  38797. */
  38798. angularSensibilityX: number;
  38799. /**
  38800. * Defines the pointer angular sensibility along the Y axis or how fast is
  38801. * the camera rotating.
  38802. * A negative number will reverse the axis direction.
  38803. */
  38804. angularSensibilityY: number;
  38805. /**
  38806. * Defines the pointer pinch precision or how fast is the camera zooming.
  38807. * A negative number will reverse the axis direction.
  38808. */
  38809. pinchPrecision: number;
  38810. /**
  38811. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38812. * from 0.
  38813. * It defines the percentage of current camera.radius to use as delta when
  38814. * pinch zoom is used.
  38815. */
  38816. pinchDeltaPercentage: number;
  38817. /**
  38818. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38819. */
  38820. axisXControlRadius: boolean;
  38821. /**
  38822. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38823. */
  38824. axisXControlHeight: boolean;
  38825. /**
  38826. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38827. */
  38828. axisXControlRotation: boolean;
  38829. /**
  38830. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38831. */
  38832. axisYControlRadius: boolean;
  38833. /**
  38834. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38835. */
  38836. axisYControlHeight: boolean;
  38837. /**
  38838. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38839. */
  38840. axisYControlRotation: boolean;
  38841. /**
  38842. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38843. */
  38844. axisPinchControlRadius: boolean;
  38845. /**
  38846. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38847. */
  38848. axisPinchControlHeight: boolean;
  38849. /**
  38850. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38851. */
  38852. axisPinchControlRotation: boolean;
  38853. /**
  38854. * Log error messages if basic misconfiguration has occurred.
  38855. */
  38856. warningEnable: boolean;
  38857. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38858. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38859. private _warningCounter;
  38860. private _warning;
  38861. }
  38862. }
  38863. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38864. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38865. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38866. /**
  38867. * Default Inputs manager for the FollowCamera.
  38868. * It groups all the default supported inputs for ease of use.
  38869. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38870. */
  38871. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38872. /**
  38873. * Instantiates a new FollowCameraInputsManager.
  38874. * @param camera Defines the camera the inputs belong to
  38875. */
  38876. constructor(camera: FollowCamera);
  38877. /**
  38878. * Add keyboard input support to the input manager.
  38879. * @returns the current input manager
  38880. */
  38881. addKeyboard(): FollowCameraInputsManager;
  38882. /**
  38883. * Add mouse wheel input support to the input manager.
  38884. * @returns the current input manager
  38885. */
  38886. addMouseWheel(): FollowCameraInputsManager;
  38887. /**
  38888. * Add pointers input support to the input manager.
  38889. * @returns the current input manager
  38890. */
  38891. addPointers(): FollowCameraInputsManager;
  38892. /**
  38893. * Add orientation input support to the input manager.
  38894. * @returns the current input manager
  38895. */
  38896. addVRDeviceOrientation(): FollowCameraInputsManager;
  38897. }
  38898. }
  38899. declare module "babylonjs/Cameras/followCamera" {
  38900. import { Nullable } from "babylonjs/types";
  38901. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38902. import { Scene } from "babylonjs/scene";
  38903. import { Vector3 } from "babylonjs/Maths/math.vector";
  38904. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38905. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38906. /**
  38907. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38908. * an arc rotate version arcFollowCamera are available.
  38909. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38910. */
  38911. export class FollowCamera extends TargetCamera {
  38912. /**
  38913. * Distance the follow camera should follow an object at
  38914. */
  38915. radius: number;
  38916. /**
  38917. * Minimum allowed distance of the camera to the axis of rotation
  38918. * (The camera can not get closer).
  38919. * This can help limiting how the Camera is able to move in the scene.
  38920. */
  38921. lowerRadiusLimit: Nullable<number>;
  38922. /**
  38923. * Maximum allowed distance of the camera to the axis of rotation
  38924. * (The camera can not get further).
  38925. * This can help limiting how the Camera is able to move in the scene.
  38926. */
  38927. upperRadiusLimit: Nullable<number>;
  38928. /**
  38929. * Define a rotation offset between the camera and the object it follows
  38930. */
  38931. rotationOffset: number;
  38932. /**
  38933. * Minimum allowed angle to camera position relative to target object.
  38934. * This can help limiting how the Camera is able to move in the scene.
  38935. */
  38936. lowerRotationOffsetLimit: Nullable<number>;
  38937. /**
  38938. * Maximum allowed angle to camera position relative to target object.
  38939. * This can help limiting how the Camera is able to move in the scene.
  38940. */
  38941. upperRotationOffsetLimit: Nullable<number>;
  38942. /**
  38943. * Define a height offset between the camera and the object it follows.
  38944. * It can help following an object from the top (like a car chaing a plane)
  38945. */
  38946. heightOffset: number;
  38947. /**
  38948. * Minimum allowed height of camera position relative to target object.
  38949. * This can help limiting how the Camera is able to move in the scene.
  38950. */
  38951. lowerHeightOffsetLimit: Nullable<number>;
  38952. /**
  38953. * Maximum allowed height of camera position relative to target object.
  38954. * This can help limiting how the Camera is able to move in the scene.
  38955. */
  38956. upperHeightOffsetLimit: Nullable<number>;
  38957. /**
  38958. * Define how fast the camera can accelerate to follow it s target.
  38959. */
  38960. cameraAcceleration: number;
  38961. /**
  38962. * Define the speed limit of the camera following an object.
  38963. */
  38964. maxCameraSpeed: number;
  38965. /**
  38966. * Define the target of the camera.
  38967. */
  38968. lockedTarget: Nullable<AbstractMesh>;
  38969. /**
  38970. * Defines the input associated with the camera.
  38971. */
  38972. inputs: FollowCameraInputsManager;
  38973. /**
  38974. * Instantiates the follow camera.
  38975. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38976. * @param name Define the name of the camera in the scene
  38977. * @param position Define the position of the camera
  38978. * @param scene Define the scene the camera belong to
  38979. * @param lockedTarget Define the target of the camera
  38980. */
  38981. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38982. private _follow;
  38983. /**
  38984. * Attached controls to the current camera.
  38985. * @param element Defines the element the controls should be listened from
  38986. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38987. */
  38988. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38989. /**
  38990. * Detach the current controls from the camera.
  38991. * The camera will stop reacting to inputs.
  38992. * @param element Defines the element to stop listening the inputs from
  38993. */
  38994. detachControl(element: HTMLElement): void;
  38995. /** @hidden */
  38996. _checkInputs(): void;
  38997. private _checkLimits;
  38998. /**
  38999. * Gets the camera class name.
  39000. * @returns the class name
  39001. */
  39002. getClassName(): string;
  39003. }
  39004. /**
  39005. * Arc Rotate version of the follow camera.
  39006. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39007. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39008. */
  39009. export class ArcFollowCamera extends TargetCamera {
  39010. /** The longitudinal angle of the camera */
  39011. alpha: number;
  39012. /** The latitudinal angle of the camera */
  39013. beta: number;
  39014. /** The radius of the camera from its target */
  39015. radius: number;
  39016. /** Define the camera target (the messh it should follow) */
  39017. target: Nullable<AbstractMesh>;
  39018. private _cartesianCoordinates;
  39019. /**
  39020. * Instantiates a new ArcFollowCamera
  39021. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39022. * @param name Define the name of the camera
  39023. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39024. * @param beta Define the rotation angle of the camera around the elevation axis
  39025. * @param radius Define the radius of the camera from its target point
  39026. * @param target Define the target of the camera
  39027. * @param scene Define the scene the camera belongs to
  39028. */
  39029. constructor(name: string,
  39030. /** The longitudinal angle of the camera */
  39031. alpha: number,
  39032. /** The latitudinal angle of the camera */
  39033. beta: number,
  39034. /** The radius of the camera from its target */
  39035. radius: number,
  39036. /** Define the camera target (the messh it should follow) */
  39037. target: Nullable<AbstractMesh>, scene: Scene);
  39038. private _follow;
  39039. /** @hidden */
  39040. _checkInputs(): void;
  39041. /**
  39042. * Returns the class name of the object.
  39043. * It is mostly used internally for serialization purposes.
  39044. */
  39045. getClassName(): string;
  39046. }
  39047. }
  39048. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39049. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39050. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39051. import { Nullable } from "babylonjs/types";
  39052. /**
  39053. * Manage the keyboard inputs to control the movement of a follow camera.
  39054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39055. */
  39056. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39057. /**
  39058. * Defines the camera the input is attached to.
  39059. */
  39060. camera: FollowCamera;
  39061. /**
  39062. * Defines the list of key codes associated with the up action (increase heightOffset)
  39063. */
  39064. keysHeightOffsetIncr: number[];
  39065. /**
  39066. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39067. */
  39068. keysHeightOffsetDecr: number[];
  39069. /**
  39070. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39071. */
  39072. keysHeightOffsetModifierAlt: boolean;
  39073. /**
  39074. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierCtrl: boolean;
  39077. /**
  39078. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39079. */
  39080. keysHeightOffsetModifierShift: boolean;
  39081. /**
  39082. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39083. */
  39084. keysRotationOffsetIncr: number[];
  39085. /**
  39086. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39087. */
  39088. keysRotationOffsetDecr: number[];
  39089. /**
  39090. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39091. */
  39092. keysRotationOffsetModifierAlt: boolean;
  39093. /**
  39094. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierCtrl: boolean;
  39097. /**
  39098. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39099. */
  39100. keysRotationOffsetModifierShift: boolean;
  39101. /**
  39102. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39103. */
  39104. keysRadiusIncr: number[];
  39105. /**
  39106. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39107. */
  39108. keysRadiusDecr: number[];
  39109. /**
  39110. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39111. */
  39112. keysRadiusModifierAlt: boolean;
  39113. /**
  39114. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierCtrl: boolean;
  39117. /**
  39118. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39119. */
  39120. keysRadiusModifierShift: boolean;
  39121. /**
  39122. * Defines the rate of change of heightOffset.
  39123. */
  39124. heightSensibility: number;
  39125. /**
  39126. * Defines the rate of change of rotationOffset.
  39127. */
  39128. rotationSensibility: number;
  39129. /**
  39130. * Defines the rate of change of radius.
  39131. */
  39132. radiusSensibility: number;
  39133. private _keys;
  39134. private _ctrlPressed;
  39135. private _altPressed;
  39136. private _shiftPressed;
  39137. private _onCanvasBlurObserver;
  39138. private _onKeyboardObserver;
  39139. private _engine;
  39140. private _scene;
  39141. /**
  39142. * Attach the input controls to a specific dom element to get the input from.
  39143. * @param element Defines the element the controls should be listened from
  39144. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39145. */
  39146. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39147. /**
  39148. * Detach the current controls from the specified dom element.
  39149. * @param element Defines the element to stop listening the inputs from
  39150. */
  39151. detachControl(element: Nullable<HTMLElement>): void;
  39152. /**
  39153. * Update the current camera state depending on the inputs that have been used this frame.
  39154. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39155. */
  39156. checkInputs(): void;
  39157. /**
  39158. * Gets the class name of the current input.
  39159. * @returns the class name
  39160. */
  39161. getClassName(): string;
  39162. /**
  39163. * Get the friendly name associated with the input class.
  39164. * @returns the input friendly name
  39165. */
  39166. getSimpleName(): string;
  39167. /**
  39168. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39169. * allow modification of the heightOffset value.
  39170. */
  39171. private _modifierHeightOffset;
  39172. /**
  39173. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39174. * allow modification of the rotationOffset value.
  39175. */
  39176. private _modifierRotationOffset;
  39177. /**
  39178. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39179. * allow modification of the radius value.
  39180. */
  39181. private _modifierRadius;
  39182. }
  39183. }
  39184. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39185. import { Nullable } from "babylonjs/types";
  39186. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39187. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39188. import { Observable } from "babylonjs/Misc/observable";
  39189. module "babylonjs/Cameras/freeCameraInputsManager" {
  39190. interface FreeCameraInputsManager {
  39191. /**
  39192. * @hidden
  39193. */
  39194. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39195. /**
  39196. * Add orientation input support to the input manager.
  39197. * @returns the current input manager
  39198. */
  39199. addDeviceOrientation(): FreeCameraInputsManager;
  39200. }
  39201. }
  39202. /**
  39203. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39204. * Screen rotation is taken into account.
  39205. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39206. */
  39207. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39208. private _camera;
  39209. private _screenOrientationAngle;
  39210. private _constantTranform;
  39211. private _screenQuaternion;
  39212. private _alpha;
  39213. private _beta;
  39214. private _gamma;
  39215. /**
  39216. * Can be used to detect if a device orientation sensor is availible on a device
  39217. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39218. * @returns a promise that will resolve on orientation change
  39219. */
  39220. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39221. /**
  39222. * @hidden
  39223. */
  39224. _onDeviceOrientationChangedObservable: Observable<void>;
  39225. /**
  39226. * Instantiates a new input
  39227. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39228. */
  39229. constructor();
  39230. /**
  39231. * Define the camera controlled by the input.
  39232. */
  39233. camera: FreeCamera;
  39234. /**
  39235. * Attach the input controls to a specific dom element to get the input from.
  39236. * @param element Defines the element the controls should be listened from
  39237. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39238. */
  39239. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39240. private _orientationChanged;
  39241. private _deviceOrientation;
  39242. /**
  39243. * Detach the current controls from the specified dom element.
  39244. * @param element Defines the element to stop listening the inputs from
  39245. */
  39246. detachControl(element: Nullable<HTMLElement>): void;
  39247. /**
  39248. * Update the current camera state depending on the inputs that have been used this frame.
  39249. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39250. */
  39251. checkInputs(): void;
  39252. /**
  39253. * Gets the class name of the current intput.
  39254. * @returns the class name
  39255. */
  39256. getClassName(): string;
  39257. /**
  39258. * Get the friendly name associated with the input class.
  39259. * @returns the input friendly name
  39260. */
  39261. getSimpleName(): string;
  39262. }
  39263. }
  39264. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39265. import { Nullable } from "babylonjs/types";
  39266. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39267. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39268. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39269. /**
  39270. * Manage the gamepad inputs to control a free camera.
  39271. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39272. */
  39273. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39274. /**
  39275. * Define the camera the input is attached to.
  39276. */
  39277. camera: FreeCamera;
  39278. /**
  39279. * Define the Gamepad controlling the input
  39280. */
  39281. gamepad: Nullable<Gamepad>;
  39282. /**
  39283. * Defines the gamepad rotation sensiblity.
  39284. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39285. */
  39286. gamepadAngularSensibility: number;
  39287. /**
  39288. * Defines the gamepad move sensiblity.
  39289. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39290. */
  39291. gamepadMoveSensibility: number;
  39292. private _onGamepadConnectedObserver;
  39293. private _onGamepadDisconnectedObserver;
  39294. private _cameraTransform;
  39295. private _deltaTransform;
  39296. private _vector3;
  39297. private _vector2;
  39298. /**
  39299. * Attach the input controls to a specific dom element to get the input from.
  39300. * @param element Defines the element the controls should be listened from
  39301. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39302. */
  39303. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39304. /**
  39305. * Detach the current controls from the specified dom element.
  39306. * @param element Defines the element to stop listening the inputs from
  39307. */
  39308. detachControl(element: Nullable<HTMLElement>): void;
  39309. /**
  39310. * Update the current camera state depending on the inputs that have been used this frame.
  39311. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39312. */
  39313. checkInputs(): void;
  39314. /**
  39315. * Gets the class name of the current intput.
  39316. * @returns the class name
  39317. */
  39318. getClassName(): string;
  39319. /**
  39320. * Get the friendly name associated with the input class.
  39321. * @returns the input friendly name
  39322. */
  39323. getSimpleName(): string;
  39324. }
  39325. }
  39326. declare module "babylonjs/Misc/virtualJoystick" {
  39327. import { Nullable } from "babylonjs/types";
  39328. import { Vector3 } from "babylonjs/Maths/math.vector";
  39329. /**
  39330. * Defines the potential axis of a Joystick
  39331. */
  39332. export enum JoystickAxis {
  39333. /** X axis */
  39334. X = 0,
  39335. /** Y axis */
  39336. Y = 1,
  39337. /** Z axis */
  39338. Z = 2
  39339. }
  39340. /**
  39341. * Class used to define virtual joystick (used in touch mode)
  39342. */
  39343. export class VirtualJoystick {
  39344. /**
  39345. * Gets or sets a boolean indicating that left and right values must be inverted
  39346. */
  39347. reverseLeftRight: boolean;
  39348. /**
  39349. * Gets or sets a boolean indicating that up and down values must be inverted
  39350. */
  39351. reverseUpDown: boolean;
  39352. /**
  39353. * Gets the offset value for the position (ie. the change of the position value)
  39354. */
  39355. deltaPosition: Vector3;
  39356. /**
  39357. * Gets a boolean indicating if the virtual joystick was pressed
  39358. */
  39359. pressed: boolean;
  39360. /**
  39361. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39362. */
  39363. static Canvas: Nullable<HTMLCanvasElement>;
  39364. private static _globalJoystickIndex;
  39365. private static vjCanvasContext;
  39366. private static vjCanvasWidth;
  39367. private static vjCanvasHeight;
  39368. private static halfWidth;
  39369. private _action;
  39370. private _axisTargetedByLeftAndRight;
  39371. private _axisTargetedByUpAndDown;
  39372. private _joystickSensibility;
  39373. private _inversedSensibility;
  39374. private _joystickPointerID;
  39375. private _joystickColor;
  39376. private _joystickPointerPos;
  39377. private _joystickPreviousPointerPos;
  39378. private _joystickPointerStartPos;
  39379. private _deltaJoystickVector;
  39380. private _leftJoystick;
  39381. private _touches;
  39382. private _onPointerDownHandlerRef;
  39383. private _onPointerMoveHandlerRef;
  39384. private _onPointerUpHandlerRef;
  39385. private _onResize;
  39386. /**
  39387. * Creates a new virtual joystick
  39388. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39389. */
  39390. constructor(leftJoystick?: boolean);
  39391. /**
  39392. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39393. * @param newJoystickSensibility defines the new sensibility
  39394. */
  39395. setJoystickSensibility(newJoystickSensibility: number): void;
  39396. private _onPointerDown;
  39397. private _onPointerMove;
  39398. private _onPointerUp;
  39399. /**
  39400. * Change the color of the virtual joystick
  39401. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39402. */
  39403. setJoystickColor(newColor: string): void;
  39404. /**
  39405. * Defines a callback to call when the joystick is touched
  39406. * @param action defines the callback
  39407. */
  39408. setActionOnTouch(action: () => any): void;
  39409. /**
  39410. * Defines which axis you'd like to control for left & right
  39411. * @param axis defines the axis to use
  39412. */
  39413. setAxisForLeftRight(axis: JoystickAxis): void;
  39414. /**
  39415. * Defines which axis you'd like to control for up & down
  39416. * @param axis defines the axis to use
  39417. */
  39418. setAxisForUpDown(axis: JoystickAxis): void;
  39419. private _drawVirtualJoystick;
  39420. /**
  39421. * Release internal HTML canvas
  39422. */
  39423. releaseCanvas(): void;
  39424. }
  39425. }
  39426. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39427. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39428. import { Nullable } from "babylonjs/types";
  39429. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39430. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39431. module "babylonjs/Cameras/freeCameraInputsManager" {
  39432. interface FreeCameraInputsManager {
  39433. /**
  39434. * Add virtual joystick input support to the input manager.
  39435. * @returns the current input manager
  39436. */
  39437. addVirtualJoystick(): FreeCameraInputsManager;
  39438. }
  39439. }
  39440. /**
  39441. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39442. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39443. */
  39444. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39445. /**
  39446. * Defines the camera the input is attached to.
  39447. */
  39448. camera: FreeCamera;
  39449. private _leftjoystick;
  39450. private _rightjoystick;
  39451. /**
  39452. * Gets the left stick of the virtual joystick.
  39453. * @returns The virtual Joystick
  39454. */
  39455. getLeftJoystick(): VirtualJoystick;
  39456. /**
  39457. * Gets the right stick of the virtual joystick.
  39458. * @returns The virtual Joystick
  39459. */
  39460. getRightJoystick(): VirtualJoystick;
  39461. /**
  39462. * Update the current camera state depending on the inputs that have been used this frame.
  39463. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39464. */
  39465. checkInputs(): void;
  39466. /**
  39467. * Attach the input controls to a specific dom element to get the input from.
  39468. * @param element Defines the element the controls should be listened from
  39469. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39470. */
  39471. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39472. /**
  39473. * Detach the current controls from the specified dom element.
  39474. * @param element Defines the element to stop listening the inputs from
  39475. */
  39476. detachControl(element: Nullable<HTMLElement>): void;
  39477. /**
  39478. * Gets the class name of the current intput.
  39479. * @returns the class name
  39480. */
  39481. getClassName(): string;
  39482. /**
  39483. * Get the friendly name associated with the input class.
  39484. * @returns the input friendly name
  39485. */
  39486. getSimpleName(): string;
  39487. }
  39488. }
  39489. declare module "babylonjs/Cameras/Inputs/index" {
  39490. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39491. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39492. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39493. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39494. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39495. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39496. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39497. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39498. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39499. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39500. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39501. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39502. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39503. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39504. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39505. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39506. }
  39507. declare module "babylonjs/Cameras/touchCamera" {
  39508. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39509. import { Scene } from "babylonjs/scene";
  39510. import { Vector3 } from "babylonjs/Maths/math.vector";
  39511. /**
  39512. * This represents a FPS type of camera controlled by touch.
  39513. * This is like a universal camera minus the Gamepad controls.
  39514. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39515. */
  39516. export class TouchCamera extends FreeCamera {
  39517. /**
  39518. * Defines the touch sensibility for rotation.
  39519. * The higher the faster.
  39520. */
  39521. touchAngularSensibility: number;
  39522. /**
  39523. * Defines the touch sensibility for move.
  39524. * The higher the faster.
  39525. */
  39526. touchMoveSensibility: number;
  39527. /**
  39528. * Instantiates a new touch camera.
  39529. * This represents a FPS type of camera controlled by touch.
  39530. * This is like a universal camera minus the Gamepad controls.
  39531. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39532. * @param name Define the name of the camera in the scene
  39533. * @param position Define the start position of the camera in the scene
  39534. * @param scene Define the scene the camera belongs to
  39535. */
  39536. constructor(name: string, position: Vector3, scene: Scene);
  39537. /**
  39538. * Gets the current object class name.
  39539. * @return the class name
  39540. */
  39541. getClassName(): string;
  39542. /** @hidden */
  39543. _setupInputs(): void;
  39544. }
  39545. }
  39546. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39547. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39548. import { Scene } from "babylonjs/scene";
  39549. import { Vector3 } from "babylonjs/Maths/math.vector";
  39550. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39551. import { Axis } from "babylonjs/Maths/math.axis";
  39552. /**
  39553. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39554. * being tilted forward or back and left or right.
  39555. */
  39556. export class DeviceOrientationCamera extends FreeCamera {
  39557. private _initialQuaternion;
  39558. private _quaternionCache;
  39559. private _tmpDragQuaternion;
  39560. private _disablePointerInputWhenUsingDeviceOrientation;
  39561. /**
  39562. * Creates a new device orientation camera
  39563. * @param name The name of the camera
  39564. * @param position The start position camera
  39565. * @param scene The scene the camera belongs to
  39566. */
  39567. constructor(name: string, position: Vector3, scene: Scene);
  39568. /**
  39569. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39570. */
  39571. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39572. private _dragFactor;
  39573. /**
  39574. * Enabled turning on the y axis when the orientation sensor is active
  39575. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39576. */
  39577. enableHorizontalDragging(dragFactor?: number): void;
  39578. /**
  39579. * Gets the current instance class name ("DeviceOrientationCamera").
  39580. * This helps avoiding instanceof at run time.
  39581. * @returns the class name
  39582. */
  39583. getClassName(): string;
  39584. /**
  39585. * @hidden
  39586. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39587. */
  39588. _checkInputs(): void;
  39589. /**
  39590. * Reset the camera to its default orientation on the specified axis only.
  39591. * @param axis The axis to reset
  39592. */
  39593. resetToCurrentRotation(axis?: Axis): void;
  39594. }
  39595. }
  39596. declare module "babylonjs/Gamepads/xboxGamepad" {
  39597. import { Observable } from "babylonjs/Misc/observable";
  39598. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39599. /**
  39600. * Defines supported buttons for XBox360 compatible gamepads
  39601. */
  39602. export enum Xbox360Button {
  39603. /** A */
  39604. A = 0,
  39605. /** B */
  39606. B = 1,
  39607. /** X */
  39608. X = 2,
  39609. /** Y */
  39610. Y = 3,
  39611. /** Start */
  39612. Start = 4,
  39613. /** Back */
  39614. Back = 5,
  39615. /** Left button */
  39616. LB = 6,
  39617. /** Right button */
  39618. RB = 7,
  39619. /** Left stick */
  39620. LeftStick = 8,
  39621. /** Right stick */
  39622. RightStick = 9
  39623. }
  39624. /** Defines values for XBox360 DPad */
  39625. export enum Xbox360Dpad {
  39626. /** Up */
  39627. Up = 0,
  39628. /** Down */
  39629. Down = 1,
  39630. /** Left */
  39631. Left = 2,
  39632. /** Right */
  39633. Right = 3
  39634. }
  39635. /**
  39636. * Defines a XBox360 gamepad
  39637. */
  39638. export class Xbox360Pad extends Gamepad {
  39639. private _leftTrigger;
  39640. private _rightTrigger;
  39641. private _onlefttriggerchanged;
  39642. private _onrighttriggerchanged;
  39643. private _onbuttondown;
  39644. private _onbuttonup;
  39645. private _ondpaddown;
  39646. private _ondpadup;
  39647. /** Observable raised when a button is pressed */
  39648. onButtonDownObservable: Observable<Xbox360Button>;
  39649. /** Observable raised when a button is released */
  39650. onButtonUpObservable: Observable<Xbox360Button>;
  39651. /** Observable raised when a pad is pressed */
  39652. onPadDownObservable: Observable<Xbox360Dpad>;
  39653. /** Observable raised when a pad is released */
  39654. onPadUpObservable: Observable<Xbox360Dpad>;
  39655. private _buttonA;
  39656. private _buttonB;
  39657. private _buttonX;
  39658. private _buttonY;
  39659. private _buttonBack;
  39660. private _buttonStart;
  39661. private _buttonLB;
  39662. private _buttonRB;
  39663. private _buttonLeftStick;
  39664. private _buttonRightStick;
  39665. private _dPadUp;
  39666. private _dPadDown;
  39667. private _dPadLeft;
  39668. private _dPadRight;
  39669. private _isXboxOnePad;
  39670. /**
  39671. * Creates a new XBox360 gamepad object
  39672. * @param id defines the id of this gamepad
  39673. * @param index defines its index
  39674. * @param gamepad defines the internal HTML gamepad object
  39675. * @param xboxOne defines if it is a XBox One gamepad
  39676. */
  39677. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39678. /**
  39679. * Defines the callback to call when left trigger is pressed
  39680. * @param callback defines the callback to use
  39681. */
  39682. onlefttriggerchanged(callback: (value: number) => void): void;
  39683. /**
  39684. * Defines the callback to call when right trigger is pressed
  39685. * @param callback defines the callback to use
  39686. */
  39687. onrighttriggerchanged(callback: (value: number) => void): void;
  39688. /**
  39689. * Gets the left trigger value
  39690. */
  39691. /**
  39692. * Sets the left trigger value
  39693. */
  39694. leftTrigger: number;
  39695. /**
  39696. * Gets the right trigger value
  39697. */
  39698. /**
  39699. * Sets the right trigger value
  39700. */
  39701. rightTrigger: number;
  39702. /**
  39703. * Defines the callback to call when a button is pressed
  39704. * @param callback defines the callback to use
  39705. */
  39706. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39707. /**
  39708. * Defines the callback to call when a button is released
  39709. * @param callback defines the callback to use
  39710. */
  39711. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39712. /**
  39713. * Defines the callback to call when a pad is pressed
  39714. * @param callback defines the callback to use
  39715. */
  39716. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39717. /**
  39718. * Defines the callback to call when a pad is released
  39719. * @param callback defines the callback to use
  39720. */
  39721. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39722. private _setButtonValue;
  39723. private _setDPadValue;
  39724. /**
  39725. * Gets the value of the `A` button
  39726. */
  39727. /**
  39728. * Sets the value of the `A` button
  39729. */
  39730. buttonA: number;
  39731. /**
  39732. * Gets the value of the `B` button
  39733. */
  39734. /**
  39735. * Sets the value of the `B` button
  39736. */
  39737. buttonB: number;
  39738. /**
  39739. * Gets the value of the `X` button
  39740. */
  39741. /**
  39742. * Sets the value of the `X` button
  39743. */
  39744. buttonX: number;
  39745. /**
  39746. * Gets the value of the `Y` button
  39747. */
  39748. /**
  39749. * Sets the value of the `Y` button
  39750. */
  39751. buttonY: number;
  39752. /**
  39753. * Gets the value of the `Start` button
  39754. */
  39755. /**
  39756. * Sets the value of the `Start` button
  39757. */
  39758. buttonStart: number;
  39759. /**
  39760. * Gets the value of the `Back` button
  39761. */
  39762. /**
  39763. * Sets the value of the `Back` button
  39764. */
  39765. buttonBack: number;
  39766. /**
  39767. * Gets the value of the `Left` button
  39768. */
  39769. /**
  39770. * Sets the value of the `Left` button
  39771. */
  39772. buttonLB: number;
  39773. /**
  39774. * Gets the value of the `Right` button
  39775. */
  39776. /**
  39777. * Sets the value of the `Right` button
  39778. */
  39779. buttonRB: number;
  39780. /**
  39781. * Gets the value of the Left joystick
  39782. */
  39783. /**
  39784. * Sets the value of the Left joystick
  39785. */
  39786. buttonLeftStick: number;
  39787. /**
  39788. * Gets the value of the Right joystick
  39789. */
  39790. /**
  39791. * Sets the value of the Right joystick
  39792. */
  39793. buttonRightStick: number;
  39794. /**
  39795. * Gets the value of D-pad up
  39796. */
  39797. /**
  39798. * Sets the value of D-pad up
  39799. */
  39800. dPadUp: number;
  39801. /**
  39802. * Gets the value of D-pad down
  39803. */
  39804. /**
  39805. * Sets the value of D-pad down
  39806. */
  39807. dPadDown: number;
  39808. /**
  39809. * Gets the value of D-pad left
  39810. */
  39811. /**
  39812. * Sets the value of D-pad left
  39813. */
  39814. dPadLeft: number;
  39815. /**
  39816. * Gets the value of D-pad right
  39817. */
  39818. /**
  39819. * Sets the value of D-pad right
  39820. */
  39821. dPadRight: number;
  39822. /**
  39823. * Force the gamepad to synchronize with device values
  39824. */
  39825. update(): void;
  39826. /**
  39827. * Disposes the gamepad
  39828. */
  39829. dispose(): void;
  39830. }
  39831. }
  39832. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39833. import { Observable } from "babylonjs/Misc/observable";
  39834. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39835. /**
  39836. * Defines supported buttons for DualShock compatible gamepads
  39837. */
  39838. export enum DualShockButton {
  39839. /** Cross */
  39840. Cross = 0,
  39841. /** Circle */
  39842. Circle = 1,
  39843. /** Square */
  39844. Square = 2,
  39845. /** Triangle */
  39846. Triangle = 3,
  39847. /** Options */
  39848. Options = 4,
  39849. /** Share */
  39850. Share = 5,
  39851. /** L1 */
  39852. L1 = 6,
  39853. /** R1 */
  39854. R1 = 7,
  39855. /** Left stick */
  39856. LeftStick = 8,
  39857. /** Right stick */
  39858. RightStick = 9
  39859. }
  39860. /** Defines values for DualShock DPad */
  39861. export enum DualShockDpad {
  39862. /** Up */
  39863. Up = 0,
  39864. /** Down */
  39865. Down = 1,
  39866. /** Left */
  39867. Left = 2,
  39868. /** Right */
  39869. Right = 3
  39870. }
  39871. /**
  39872. * Defines a DualShock gamepad
  39873. */
  39874. export class DualShockPad extends Gamepad {
  39875. private _leftTrigger;
  39876. private _rightTrigger;
  39877. private _onlefttriggerchanged;
  39878. private _onrighttriggerchanged;
  39879. private _onbuttondown;
  39880. private _onbuttonup;
  39881. private _ondpaddown;
  39882. private _ondpadup;
  39883. /** Observable raised when a button is pressed */
  39884. onButtonDownObservable: Observable<DualShockButton>;
  39885. /** Observable raised when a button is released */
  39886. onButtonUpObservable: Observable<DualShockButton>;
  39887. /** Observable raised when a pad is pressed */
  39888. onPadDownObservable: Observable<DualShockDpad>;
  39889. /** Observable raised when a pad is released */
  39890. onPadUpObservable: Observable<DualShockDpad>;
  39891. private _buttonCross;
  39892. private _buttonCircle;
  39893. private _buttonSquare;
  39894. private _buttonTriangle;
  39895. private _buttonShare;
  39896. private _buttonOptions;
  39897. private _buttonL1;
  39898. private _buttonR1;
  39899. private _buttonLeftStick;
  39900. private _buttonRightStick;
  39901. private _dPadUp;
  39902. private _dPadDown;
  39903. private _dPadLeft;
  39904. private _dPadRight;
  39905. /**
  39906. * Creates a new DualShock gamepad object
  39907. * @param id defines the id of this gamepad
  39908. * @param index defines its index
  39909. * @param gamepad defines the internal HTML gamepad object
  39910. */
  39911. constructor(id: string, index: number, gamepad: any);
  39912. /**
  39913. * Defines the callback to call when left trigger is pressed
  39914. * @param callback defines the callback to use
  39915. */
  39916. onlefttriggerchanged(callback: (value: number) => void): void;
  39917. /**
  39918. * Defines the callback to call when right trigger is pressed
  39919. * @param callback defines the callback to use
  39920. */
  39921. onrighttriggerchanged(callback: (value: number) => void): void;
  39922. /**
  39923. * Gets the left trigger value
  39924. */
  39925. /**
  39926. * Sets the left trigger value
  39927. */
  39928. leftTrigger: number;
  39929. /**
  39930. * Gets the right trigger value
  39931. */
  39932. /**
  39933. * Sets the right trigger value
  39934. */
  39935. rightTrigger: number;
  39936. /**
  39937. * Defines the callback to call when a button is pressed
  39938. * @param callback defines the callback to use
  39939. */
  39940. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39941. /**
  39942. * Defines the callback to call when a button is released
  39943. * @param callback defines the callback to use
  39944. */
  39945. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39946. /**
  39947. * Defines the callback to call when a pad is pressed
  39948. * @param callback defines the callback to use
  39949. */
  39950. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39951. /**
  39952. * Defines the callback to call when a pad is released
  39953. * @param callback defines the callback to use
  39954. */
  39955. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39956. private _setButtonValue;
  39957. private _setDPadValue;
  39958. /**
  39959. * Gets the value of the `Cross` button
  39960. */
  39961. /**
  39962. * Sets the value of the `Cross` button
  39963. */
  39964. buttonCross: number;
  39965. /**
  39966. * Gets the value of the `Circle` button
  39967. */
  39968. /**
  39969. * Sets the value of the `Circle` button
  39970. */
  39971. buttonCircle: number;
  39972. /**
  39973. * Gets the value of the `Square` button
  39974. */
  39975. /**
  39976. * Sets the value of the `Square` button
  39977. */
  39978. buttonSquare: number;
  39979. /**
  39980. * Gets the value of the `Triangle` button
  39981. */
  39982. /**
  39983. * Sets the value of the `Triangle` button
  39984. */
  39985. buttonTriangle: number;
  39986. /**
  39987. * Gets the value of the `Options` button
  39988. */
  39989. /**
  39990. * Sets the value of the `Options` button
  39991. */
  39992. buttonOptions: number;
  39993. /**
  39994. * Gets the value of the `Share` button
  39995. */
  39996. /**
  39997. * Sets the value of the `Share` button
  39998. */
  39999. buttonShare: number;
  40000. /**
  40001. * Gets the value of the `L1` button
  40002. */
  40003. /**
  40004. * Sets the value of the `L1` button
  40005. */
  40006. buttonL1: number;
  40007. /**
  40008. * Gets the value of the `R1` button
  40009. */
  40010. /**
  40011. * Sets the value of the `R1` button
  40012. */
  40013. buttonR1: number;
  40014. /**
  40015. * Gets the value of the Left joystick
  40016. */
  40017. /**
  40018. * Sets the value of the Left joystick
  40019. */
  40020. buttonLeftStick: number;
  40021. /**
  40022. * Gets the value of the Right joystick
  40023. */
  40024. /**
  40025. * Sets the value of the Right joystick
  40026. */
  40027. buttonRightStick: number;
  40028. /**
  40029. * Gets the value of D-pad up
  40030. */
  40031. /**
  40032. * Sets the value of D-pad up
  40033. */
  40034. dPadUp: number;
  40035. /**
  40036. * Gets the value of D-pad down
  40037. */
  40038. /**
  40039. * Sets the value of D-pad down
  40040. */
  40041. dPadDown: number;
  40042. /**
  40043. * Gets the value of D-pad left
  40044. */
  40045. /**
  40046. * Sets the value of D-pad left
  40047. */
  40048. dPadLeft: number;
  40049. /**
  40050. * Gets the value of D-pad right
  40051. */
  40052. /**
  40053. * Sets the value of D-pad right
  40054. */
  40055. dPadRight: number;
  40056. /**
  40057. * Force the gamepad to synchronize with device values
  40058. */
  40059. update(): void;
  40060. /**
  40061. * Disposes the gamepad
  40062. */
  40063. dispose(): void;
  40064. }
  40065. }
  40066. declare module "babylonjs/Gamepads/gamepadManager" {
  40067. import { Observable } from "babylonjs/Misc/observable";
  40068. import { Nullable } from "babylonjs/types";
  40069. import { Scene } from "babylonjs/scene";
  40070. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40071. /**
  40072. * Manager for handling gamepads
  40073. */
  40074. export class GamepadManager {
  40075. private _scene?;
  40076. private _babylonGamepads;
  40077. private _oneGamepadConnected;
  40078. /** @hidden */
  40079. _isMonitoring: boolean;
  40080. private _gamepadEventSupported;
  40081. private _gamepadSupport;
  40082. /**
  40083. * observable to be triggered when the gamepad controller has been connected
  40084. */
  40085. onGamepadConnectedObservable: Observable<Gamepad>;
  40086. /**
  40087. * observable to be triggered when the gamepad controller has been disconnected
  40088. */
  40089. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40090. private _onGamepadConnectedEvent;
  40091. private _onGamepadDisconnectedEvent;
  40092. /**
  40093. * Initializes the gamepad manager
  40094. * @param _scene BabylonJS scene
  40095. */
  40096. constructor(_scene?: Scene | undefined);
  40097. /**
  40098. * The gamepads in the game pad manager
  40099. */
  40100. readonly gamepads: Gamepad[];
  40101. /**
  40102. * Get the gamepad controllers based on type
  40103. * @param type The type of gamepad controller
  40104. * @returns Nullable gamepad
  40105. */
  40106. getGamepadByType(type?: number): Nullable<Gamepad>;
  40107. /**
  40108. * Disposes the gamepad manager
  40109. */
  40110. dispose(): void;
  40111. private _addNewGamepad;
  40112. private _startMonitoringGamepads;
  40113. private _stopMonitoringGamepads;
  40114. /** @hidden */
  40115. _checkGamepadsStatus(): void;
  40116. private _updateGamepadObjects;
  40117. }
  40118. }
  40119. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40120. import { Nullable } from "babylonjs/types";
  40121. import { Scene } from "babylonjs/scene";
  40122. import { ISceneComponent } from "babylonjs/sceneComponent";
  40123. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40124. module "babylonjs/scene" {
  40125. interface Scene {
  40126. /** @hidden */
  40127. _gamepadManager: Nullable<GamepadManager>;
  40128. /**
  40129. * Gets the gamepad manager associated with the scene
  40130. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40131. */
  40132. gamepadManager: GamepadManager;
  40133. }
  40134. }
  40135. module "babylonjs/Cameras/freeCameraInputsManager" {
  40136. /**
  40137. * Interface representing a free camera inputs manager
  40138. */
  40139. interface FreeCameraInputsManager {
  40140. /**
  40141. * Adds gamepad input support to the FreeCameraInputsManager.
  40142. * @returns the FreeCameraInputsManager
  40143. */
  40144. addGamepad(): FreeCameraInputsManager;
  40145. }
  40146. }
  40147. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40148. /**
  40149. * Interface representing an arc rotate camera inputs manager
  40150. */
  40151. interface ArcRotateCameraInputsManager {
  40152. /**
  40153. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40154. * @returns the camera inputs manager
  40155. */
  40156. addGamepad(): ArcRotateCameraInputsManager;
  40157. }
  40158. }
  40159. /**
  40160. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40161. */
  40162. export class GamepadSystemSceneComponent implements ISceneComponent {
  40163. /**
  40164. * The component name helpfull to identify the component in the list of scene components.
  40165. */
  40166. readonly name: string;
  40167. /**
  40168. * The scene the component belongs to.
  40169. */
  40170. scene: Scene;
  40171. /**
  40172. * Creates a new instance of the component for the given scene
  40173. * @param scene Defines the scene to register the component in
  40174. */
  40175. constructor(scene: Scene);
  40176. /**
  40177. * Registers the component in a given scene
  40178. */
  40179. register(): void;
  40180. /**
  40181. * Rebuilds the elements related to this component in case of
  40182. * context lost for instance.
  40183. */
  40184. rebuild(): void;
  40185. /**
  40186. * Disposes the component and the associated ressources
  40187. */
  40188. dispose(): void;
  40189. private _beforeCameraUpdate;
  40190. }
  40191. }
  40192. declare module "babylonjs/Cameras/universalCamera" {
  40193. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40194. import { Scene } from "babylonjs/scene";
  40195. import { Vector3 } from "babylonjs/Maths/math.vector";
  40196. import "babylonjs/Gamepads/gamepadSceneComponent";
  40197. /**
  40198. * 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,
  40199. * which still works and will still be found in many Playgrounds.
  40200. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40201. */
  40202. export class UniversalCamera extends TouchCamera {
  40203. /**
  40204. * Defines the gamepad rotation sensiblity.
  40205. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40206. */
  40207. gamepadAngularSensibility: number;
  40208. /**
  40209. * Defines the gamepad move sensiblity.
  40210. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40211. */
  40212. gamepadMoveSensibility: number;
  40213. /**
  40214. * 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,
  40215. * which still works and will still be found in many Playgrounds.
  40216. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40217. * @param name Define the name of the camera in the scene
  40218. * @param position Define the start position of the camera in the scene
  40219. * @param scene Define the scene the camera belongs to
  40220. */
  40221. constructor(name: string, position: Vector3, scene: Scene);
  40222. /**
  40223. * Gets the current object class name.
  40224. * @return the class name
  40225. */
  40226. getClassName(): string;
  40227. }
  40228. }
  40229. declare module "babylonjs/Cameras/gamepadCamera" {
  40230. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40231. import { Scene } from "babylonjs/scene";
  40232. import { Vector3 } from "babylonjs/Maths/math.vector";
  40233. /**
  40234. * This represents a FPS type of camera. This is only here for back compat purpose.
  40235. * Please use the UniversalCamera instead as both are identical.
  40236. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40237. */
  40238. export class GamepadCamera extends UniversalCamera {
  40239. /**
  40240. * Instantiates a new Gamepad Camera
  40241. * This represents a FPS type of camera. This is only here for back compat purpose.
  40242. * Please use the UniversalCamera instead as both are identical.
  40243. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40244. * @param name Define the name of the camera in the scene
  40245. * @param position Define the start position of the camera in the scene
  40246. * @param scene Define the scene the camera belongs to
  40247. */
  40248. constructor(name: string, position: Vector3, scene: Scene);
  40249. /**
  40250. * Gets the current object class name.
  40251. * @return the class name
  40252. */
  40253. getClassName(): string;
  40254. }
  40255. }
  40256. declare module "babylonjs/Shaders/pass.fragment" {
  40257. /** @hidden */
  40258. export var passPixelShader: {
  40259. name: string;
  40260. shader: string;
  40261. };
  40262. }
  40263. declare module "babylonjs/Shaders/passCube.fragment" {
  40264. /** @hidden */
  40265. export var passCubePixelShader: {
  40266. name: string;
  40267. shader: string;
  40268. };
  40269. }
  40270. declare module "babylonjs/PostProcesses/passPostProcess" {
  40271. import { Nullable } from "babylonjs/types";
  40272. import { Camera } from "babylonjs/Cameras/camera";
  40273. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40274. import { Engine } from "babylonjs/Engines/engine";
  40275. import "babylonjs/Shaders/pass.fragment";
  40276. import "babylonjs/Shaders/passCube.fragment";
  40277. /**
  40278. * PassPostProcess which produces an output the same as it's input
  40279. */
  40280. export class PassPostProcess extends PostProcess {
  40281. /**
  40282. * Creates the PassPostProcess
  40283. * @param name The name of the effect.
  40284. * @param options The required width/height ratio to downsize to before computing the render pass.
  40285. * @param camera The camera to apply the render pass to.
  40286. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40287. * @param engine The engine which the post process will be applied. (default: current engine)
  40288. * @param reusable If the post process can be reused on the same frame. (default: false)
  40289. * @param textureType The type of texture to be used when performing the post processing.
  40290. * @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)
  40291. */
  40292. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40293. }
  40294. /**
  40295. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40296. */
  40297. export class PassCubePostProcess extends PostProcess {
  40298. private _face;
  40299. /**
  40300. * Gets or sets the cube face to display.
  40301. * * 0 is +X
  40302. * * 1 is -X
  40303. * * 2 is +Y
  40304. * * 3 is -Y
  40305. * * 4 is +Z
  40306. * * 5 is -Z
  40307. */
  40308. face: number;
  40309. /**
  40310. * Creates the PassCubePostProcess
  40311. * @param name The name of the effect.
  40312. * @param options The required width/height ratio to downsize to before computing the render pass.
  40313. * @param camera The camera to apply the render pass to.
  40314. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40315. * @param engine The engine which the post process will be applied. (default: current engine)
  40316. * @param reusable If the post process can be reused on the same frame. (default: false)
  40317. * @param textureType The type of texture to be used when performing the post processing.
  40318. * @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)
  40319. */
  40320. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40321. }
  40322. }
  40323. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40324. /** @hidden */
  40325. export var anaglyphPixelShader: {
  40326. name: string;
  40327. shader: string;
  40328. };
  40329. }
  40330. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40331. import { Engine } from "babylonjs/Engines/engine";
  40332. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40333. import { Camera } from "babylonjs/Cameras/camera";
  40334. import "babylonjs/Shaders/anaglyph.fragment";
  40335. /**
  40336. * Postprocess used to generate anaglyphic rendering
  40337. */
  40338. export class AnaglyphPostProcess extends PostProcess {
  40339. private _passedProcess;
  40340. /**
  40341. * Creates a new AnaglyphPostProcess
  40342. * @param name defines postprocess name
  40343. * @param options defines creation options or target ratio scale
  40344. * @param rigCameras defines cameras using this postprocess
  40345. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40346. * @param engine defines hosting engine
  40347. * @param reusable defines if the postprocess will be reused multiple times per frame
  40348. */
  40349. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40350. }
  40351. }
  40352. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40353. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40354. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40355. import { Scene } from "babylonjs/scene";
  40356. import { Vector3 } from "babylonjs/Maths/math.vector";
  40357. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40358. /**
  40359. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40360. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40361. */
  40362. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40363. /**
  40364. * Creates a new AnaglyphArcRotateCamera
  40365. * @param name defines camera name
  40366. * @param alpha defines alpha angle (in radians)
  40367. * @param beta defines beta angle (in radians)
  40368. * @param radius defines radius
  40369. * @param target defines camera target
  40370. * @param interaxialDistance defines distance between each color axis
  40371. * @param scene defines the hosting scene
  40372. */
  40373. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40374. /**
  40375. * Gets camera class name
  40376. * @returns AnaglyphArcRotateCamera
  40377. */
  40378. getClassName(): string;
  40379. }
  40380. }
  40381. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40382. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40383. import { Scene } from "babylonjs/scene";
  40384. import { Vector3 } from "babylonjs/Maths/math.vector";
  40385. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40386. /**
  40387. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40388. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40389. */
  40390. export class AnaglyphFreeCamera extends FreeCamera {
  40391. /**
  40392. * Creates a new AnaglyphFreeCamera
  40393. * @param name defines camera name
  40394. * @param position defines initial position
  40395. * @param interaxialDistance defines distance between each color axis
  40396. * @param scene defines the hosting scene
  40397. */
  40398. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40399. /**
  40400. * Gets camera class name
  40401. * @returns AnaglyphFreeCamera
  40402. */
  40403. getClassName(): string;
  40404. }
  40405. }
  40406. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40407. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40408. import { Scene } from "babylonjs/scene";
  40409. import { Vector3 } from "babylonjs/Maths/math.vector";
  40410. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40411. /**
  40412. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40413. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40414. */
  40415. export class AnaglyphGamepadCamera extends GamepadCamera {
  40416. /**
  40417. * Creates a new AnaglyphGamepadCamera
  40418. * @param name defines camera name
  40419. * @param position defines initial position
  40420. * @param interaxialDistance defines distance between each color axis
  40421. * @param scene defines the hosting scene
  40422. */
  40423. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40424. /**
  40425. * Gets camera class name
  40426. * @returns AnaglyphGamepadCamera
  40427. */
  40428. getClassName(): string;
  40429. }
  40430. }
  40431. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40432. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40433. import { Scene } from "babylonjs/scene";
  40434. import { Vector3 } from "babylonjs/Maths/math.vector";
  40435. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40436. /**
  40437. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40438. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40439. */
  40440. export class AnaglyphUniversalCamera extends UniversalCamera {
  40441. /**
  40442. * Creates a new AnaglyphUniversalCamera
  40443. * @param name defines camera name
  40444. * @param position defines initial position
  40445. * @param interaxialDistance defines distance between each color axis
  40446. * @param scene defines the hosting scene
  40447. */
  40448. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40449. /**
  40450. * Gets camera class name
  40451. * @returns AnaglyphUniversalCamera
  40452. */
  40453. getClassName(): string;
  40454. }
  40455. }
  40456. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40457. /** @hidden */
  40458. export var stereoscopicInterlacePixelShader: {
  40459. name: string;
  40460. shader: string;
  40461. };
  40462. }
  40463. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40464. import { Camera } from "babylonjs/Cameras/camera";
  40465. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40466. import { Engine } from "babylonjs/Engines/engine";
  40467. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40468. /**
  40469. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40470. */
  40471. export class StereoscopicInterlacePostProcess extends PostProcess {
  40472. private _stepSize;
  40473. private _passedProcess;
  40474. /**
  40475. * Initializes a StereoscopicInterlacePostProcess
  40476. * @param name The name of the effect.
  40477. * @param rigCameras The rig cameras to be appled to the post process
  40478. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40479. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40480. * @param engine The engine which the post process will be applied. (default: current engine)
  40481. * @param reusable If the post process can be reused on the same frame. (default: false)
  40482. */
  40483. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40484. }
  40485. }
  40486. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40487. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40488. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40489. import { Scene } from "babylonjs/scene";
  40490. import { Vector3 } from "babylonjs/Maths/math.vector";
  40491. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40492. /**
  40493. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40494. * @see http://doc.babylonjs.com/features/cameras
  40495. */
  40496. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40497. /**
  40498. * Creates a new StereoscopicArcRotateCamera
  40499. * @param name defines camera name
  40500. * @param alpha defines alpha angle (in radians)
  40501. * @param beta defines beta angle (in radians)
  40502. * @param radius defines radius
  40503. * @param target defines camera target
  40504. * @param interaxialDistance defines distance between each color axis
  40505. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40506. * @param scene defines the hosting scene
  40507. */
  40508. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40509. /**
  40510. * Gets camera class name
  40511. * @returns StereoscopicArcRotateCamera
  40512. */
  40513. getClassName(): string;
  40514. }
  40515. }
  40516. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40517. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40518. import { Scene } from "babylonjs/scene";
  40519. import { Vector3 } from "babylonjs/Maths/math.vector";
  40520. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40521. /**
  40522. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40523. * @see http://doc.babylonjs.com/features/cameras
  40524. */
  40525. export class StereoscopicFreeCamera extends FreeCamera {
  40526. /**
  40527. * Creates a new StereoscopicFreeCamera
  40528. * @param name defines camera name
  40529. * @param position defines initial position
  40530. * @param interaxialDistance defines distance between each color axis
  40531. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40532. * @param scene defines the hosting scene
  40533. */
  40534. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40535. /**
  40536. * Gets camera class name
  40537. * @returns StereoscopicFreeCamera
  40538. */
  40539. getClassName(): string;
  40540. }
  40541. }
  40542. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40543. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40544. import { Scene } from "babylonjs/scene";
  40545. import { Vector3 } from "babylonjs/Maths/math.vector";
  40546. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40547. /**
  40548. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40549. * @see http://doc.babylonjs.com/features/cameras
  40550. */
  40551. export class StereoscopicGamepadCamera extends GamepadCamera {
  40552. /**
  40553. * Creates a new StereoscopicGamepadCamera
  40554. * @param name defines camera name
  40555. * @param position defines initial position
  40556. * @param interaxialDistance defines distance between each color axis
  40557. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40558. * @param scene defines the hosting scene
  40559. */
  40560. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40561. /**
  40562. * Gets camera class name
  40563. * @returns StereoscopicGamepadCamera
  40564. */
  40565. getClassName(): string;
  40566. }
  40567. }
  40568. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40569. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40570. import { Scene } from "babylonjs/scene";
  40571. import { Vector3 } from "babylonjs/Maths/math.vector";
  40572. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40573. /**
  40574. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40575. * @see http://doc.babylonjs.com/features/cameras
  40576. */
  40577. export class StereoscopicUniversalCamera extends UniversalCamera {
  40578. /**
  40579. * Creates a new StereoscopicUniversalCamera
  40580. * @param name defines camera name
  40581. * @param position defines initial position
  40582. * @param interaxialDistance defines distance between each color axis
  40583. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40584. * @param scene defines the hosting scene
  40585. */
  40586. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40587. /**
  40588. * Gets camera class name
  40589. * @returns StereoscopicUniversalCamera
  40590. */
  40591. getClassName(): string;
  40592. }
  40593. }
  40594. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40595. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40596. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40597. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40598. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40599. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40600. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40601. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40602. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40603. }
  40604. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40605. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40606. import { Scene } from "babylonjs/scene";
  40607. import { Vector3 } from "babylonjs/Maths/math.vector";
  40608. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40609. /**
  40610. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40611. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40612. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40613. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40614. */
  40615. export class VirtualJoysticksCamera extends FreeCamera {
  40616. /**
  40617. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40618. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40619. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40620. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40621. * @param name Define the name of the camera in the scene
  40622. * @param position Define the start position of the camera in the scene
  40623. * @param scene Define the scene the camera belongs to
  40624. */
  40625. constructor(name: string, position: Vector3, scene: Scene);
  40626. /**
  40627. * Gets the current object class name.
  40628. * @return the class name
  40629. */
  40630. getClassName(): string;
  40631. }
  40632. }
  40633. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40634. import { Matrix } from "babylonjs/Maths/math.vector";
  40635. /**
  40636. * This represents all the required metrics to create a VR camera.
  40637. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40638. */
  40639. export class VRCameraMetrics {
  40640. /**
  40641. * Define the horizontal resolution off the screen.
  40642. */
  40643. hResolution: number;
  40644. /**
  40645. * Define the vertical resolution off the screen.
  40646. */
  40647. vResolution: number;
  40648. /**
  40649. * Define the horizontal screen size.
  40650. */
  40651. hScreenSize: number;
  40652. /**
  40653. * Define the vertical screen size.
  40654. */
  40655. vScreenSize: number;
  40656. /**
  40657. * Define the vertical screen center position.
  40658. */
  40659. vScreenCenter: number;
  40660. /**
  40661. * Define the distance of the eyes to the screen.
  40662. */
  40663. eyeToScreenDistance: number;
  40664. /**
  40665. * Define the distance between both lenses
  40666. */
  40667. lensSeparationDistance: number;
  40668. /**
  40669. * Define the distance between both viewer's eyes.
  40670. */
  40671. interpupillaryDistance: number;
  40672. /**
  40673. * Define the distortion factor of the VR postprocess.
  40674. * Please, touch with care.
  40675. */
  40676. distortionK: number[];
  40677. /**
  40678. * Define the chromatic aberration correction factors for the VR post process.
  40679. */
  40680. chromaAbCorrection: number[];
  40681. /**
  40682. * Define the scale factor of the post process.
  40683. * The smaller the better but the slower.
  40684. */
  40685. postProcessScaleFactor: number;
  40686. /**
  40687. * Define an offset for the lens center.
  40688. */
  40689. lensCenterOffset: number;
  40690. /**
  40691. * Define if the current vr camera should compensate the distortion of the lense or not.
  40692. */
  40693. compensateDistortion: boolean;
  40694. /**
  40695. * Defines if multiview should be enabled when rendering (Default: false)
  40696. */
  40697. multiviewEnabled: boolean;
  40698. /**
  40699. * Gets the rendering aspect ratio based on the provided resolutions.
  40700. */
  40701. readonly aspectRatio: number;
  40702. /**
  40703. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40704. */
  40705. readonly aspectRatioFov: number;
  40706. /**
  40707. * @hidden
  40708. */
  40709. readonly leftHMatrix: Matrix;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly rightHMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly leftPreViewMatrix: Matrix;
  40718. /**
  40719. * @hidden
  40720. */
  40721. readonly rightPreViewMatrix: Matrix;
  40722. /**
  40723. * Get the default VRMetrics based on the most generic setup.
  40724. * @returns the default vr metrics
  40725. */
  40726. static GetDefault(): VRCameraMetrics;
  40727. }
  40728. }
  40729. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40730. /** @hidden */
  40731. export var vrDistortionCorrectionPixelShader: {
  40732. name: string;
  40733. shader: string;
  40734. };
  40735. }
  40736. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40737. import { Camera } from "babylonjs/Cameras/camera";
  40738. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40739. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40740. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40741. /**
  40742. * VRDistortionCorrectionPostProcess used for mobile VR
  40743. */
  40744. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40745. private _isRightEye;
  40746. private _distortionFactors;
  40747. private _postProcessScaleFactor;
  40748. private _lensCenterOffset;
  40749. private _scaleIn;
  40750. private _scaleFactor;
  40751. private _lensCenter;
  40752. /**
  40753. * Initializes the VRDistortionCorrectionPostProcess
  40754. * @param name The name of the effect.
  40755. * @param camera The camera to apply the render pass to.
  40756. * @param isRightEye If this is for the right eye distortion
  40757. * @param vrMetrics All the required metrics for the VR camera
  40758. */
  40759. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40760. }
  40761. }
  40762. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40763. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40764. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40765. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40766. import { Scene } from "babylonjs/scene";
  40767. import { Vector3 } from "babylonjs/Maths/math.vector";
  40768. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40769. import "babylonjs/Cameras/RigModes/vrRigMode";
  40770. /**
  40771. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40772. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40773. */
  40774. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40775. /**
  40776. * Creates a new VRDeviceOrientationArcRotateCamera
  40777. * @param name defines camera name
  40778. * @param alpha defines the camera rotation along the logitudinal axis
  40779. * @param beta defines the camera rotation along the latitudinal axis
  40780. * @param radius defines the camera distance from its target
  40781. * @param target defines the camera target
  40782. * @param scene defines the scene the camera belongs to
  40783. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40784. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40785. */
  40786. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40787. /**
  40788. * Gets camera class name
  40789. * @returns VRDeviceOrientationArcRotateCamera
  40790. */
  40791. getClassName(): string;
  40792. }
  40793. }
  40794. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40795. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40796. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40797. import { Scene } from "babylonjs/scene";
  40798. import { Vector3 } from "babylonjs/Maths/math.vector";
  40799. import "babylonjs/Cameras/RigModes/vrRigMode";
  40800. /**
  40801. * Camera used to simulate VR rendering (based on FreeCamera)
  40802. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40803. */
  40804. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40805. /**
  40806. * Creates a new VRDeviceOrientationFreeCamera
  40807. * @param name defines camera name
  40808. * @param position defines the start position of the camera
  40809. * @param scene defines the scene the camera belongs to
  40810. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40811. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40812. */
  40813. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40814. /**
  40815. * Gets camera class name
  40816. * @returns VRDeviceOrientationFreeCamera
  40817. */
  40818. getClassName(): string;
  40819. }
  40820. }
  40821. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40822. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40823. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40824. import { Scene } from "babylonjs/scene";
  40825. import { Vector3 } from "babylonjs/Maths/math.vector";
  40826. import "babylonjs/Gamepads/gamepadSceneComponent";
  40827. /**
  40828. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40829. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40830. */
  40831. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40832. /**
  40833. * Creates a new VRDeviceOrientationGamepadCamera
  40834. * @param name defines camera name
  40835. * @param position defines the start position of the camera
  40836. * @param scene defines the scene the camera belongs to
  40837. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40838. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40839. */
  40840. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40841. /**
  40842. * Gets camera class name
  40843. * @returns VRDeviceOrientationGamepadCamera
  40844. */
  40845. getClassName(): string;
  40846. }
  40847. }
  40848. declare module "babylonjs/Materials/pushMaterial" {
  40849. import { Nullable } from "babylonjs/types";
  40850. import { Scene } from "babylonjs/scene";
  40851. import { Matrix } from "babylonjs/Maths/math.vector";
  40852. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40853. import { Mesh } from "babylonjs/Meshes/mesh";
  40854. import { Material } from "babylonjs/Materials/material";
  40855. import { Effect } from "babylonjs/Materials/effect";
  40856. /**
  40857. * Base class of materials working in push mode in babylon JS
  40858. * @hidden
  40859. */
  40860. export class PushMaterial extends Material {
  40861. protected _activeEffect: Effect;
  40862. protected _normalMatrix: Matrix;
  40863. /**
  40864. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40865. * This means that the material can keep using a previous shader while a new one is being compiled.
  40866. * This is mostly used when shader parallel compilation is supported (true by default)
  40867. */
  40868. allowShaderHotSwapping: boolean;
  40869. constructor(name: string, scene: Scene);
  40870. getEffect(): Effect;
  40871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40872. /**
  40873. * Binds the given world matrix to the active effect
  40874. *
  40875. * @param world the matrix to bind
  40876. */
  40877. bindOnlyWorldMatrix(world: Matrix): void;
  40878. /**
  40879. * Binds the given normal matrix to the active effect
  40880. *
  40881. * @param normalMatrix the matrix to bind
  40882. */
  40883. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40884. bind(world: Matrix, mesh?: Mesh): void;
  40885. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40886. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40887. }
  40888. }
  40889. declare module "babylonjs/Materials/materialFlags" {
  40890. /**
  40891. * This groups all the flags used to control the materials channel.
  40892. */
  40893. export class MaterialFlags {
  40894. private static _DiffuseTextureEnabled;
  40895. /**
  40896. * Are diffuse textures enabled in the application.
  40897. */
  40898. static DiffuseTextureEnabled: boolean;
  40899. private static _AmbientTextureEnabled;
  40900. /**
  40901. * Are ambient textures enabled in the application.
  40902. */
  40903. static AmbientTextureEnabled: boolean;
  40904. private static _OpacityTextureEnabled;
  40905. /**
  40906. * Are opacity textures enabled in the application.
  40907. */
  40908. static OpacityTextureEnabled: boolean;
  40909. private static _ReflectionTextureEnabled;
  40910. /**
  40911. * Are reflection textures enabled in the application.
  40912. */
  40913. static ReflectionTextureEnabled: boolean;
  40914. private static _EmissiveTextureEnabled;
  40915. /**
  40916. * Are emissive textures enabled in the application.
  40917. */
  40918. static EmissiveTextureEnabled: boolean;
  40919. private static _SpecularTextureEnabled;
  40920. /**
  40921. * Are specular textures enabled in the application.
  40922. */
  40923. static SpecularTextureEnabled: boolean;
  40924. private static _BumpTextureEnabled;
  40925. /**
  40926. * Are bump textures enabled in the application.
  40927. */
  40928. static BumpTextureEnabled: boolean;
  40929. private static _LightmapTextureEnabled;
  40930. /**
  40931. * Are lightmap textures enabled in the application.
  40932. */
  40933. static LightmapTextureEnabled: boolean;
  40934. private static _RefractionTextureEnabled;
  40935. /**
  40936. * Are refraction textures enabled in the application.
  40937. */
  40938. static RefractionTextureEnabled: boolean;
  40939. private static _ColorGradingTextureEnabled;
  40940. /**
  40941. * Are color grading textures enabled in the application.
  40942. */
  40943. static ColorGradingTextureEnabled: boolean;
  40944. private static _FresnelEnabled;
  40945. /**
  40946. * Are fresnels enabled in the application.
  40947. */
  40948. static FresnelEnabled: boolean;
  40949. private static _ClearCoatTextureEnabled;
  40950. /**
  40951. * Are clear coat textures enabled in the application.
  40952. */
  40953. static ClearCoatTextureEnabled: boolean;
  40954. private static _ClearCoatBumpTextureEnabled;
  40955. /**
  40956. * Are clear coat bump textures enabled in the application.
  40957. */
  40958. static ClearCoatBumpTextureEnabled: boolean;
  40959. private static _ClearCoatTintTextureEnabled;
  40960. /**
  40961. * Are clear coat tint textures enabled in the application.
  40962. */
  40963. static ClearCoatTintTextureEnabled: boolean;
  40964. private static _SheenTextureEnabled;
  40965. /**
  40966. * Are sheen textures enabled in the application.
  40967. */
  40968. static SheenTextureEnabled: boolean;
  40969. private static _AnisotropicTextureEnabled;
  40970. /**
  40971. * Are anisotropic textures enabled in the application.
  40972. */
  40973. static AnisotropicTextureEnabled: boolean;
  40974. private static _ThicknessTextureEnabled;
  40975. /**
  40976. * Are thickness textures enabled in the application.
  40977. */
  40978. static ThicknessTextureEnabled: boolean;
  40979. }
  40980. }
  40981. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40982. /** @hidden */
  40983. export var defaultFragmentDeclaration: {
  40984. name: string;
  40985. shader: string;
  40986. };
  40987. }
  40988. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40989. /** @hidden */
  40990. export var defaultUboDeclaration: {
  40991. name: string;
  40992. shader: string;
  40993. };
  40994. }
  40995. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40996. /** @hidden */
  40997. export var lightFragmentDeclaration: {
  40998. name: string;
  40999. shader: string;
  41000. };
  41001. }
  41002. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41003. /** @hidden */
  41004. export var lightUboDeclaration: {
  41005. name: string;
  41006. shader: string;
  41007. };
  41008. }
  41009. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41010. /** @hidden */
  41011. export var lightsFragmentFunctions: {
  41012. name: string;
  41013. shader: string;
  41014. };
  41015. }
  41016. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41017. /** @hidden */
  41018. export var shadowsFragmentFunctions: {
  41019. name: string;
  41020. shader: string;
  41021. };
  41022. }
  41023. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41024. /** @hidden */
  41025. export var fresnelFunction: {
  41026. name: string;
  41027. shader: string;
  41028. };
  41029. }
  41030. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41031. /** @hidden */
  41032. export var reflectionFunction: {
  41033. name: string;
  41034. shader: string;
  41035. };
  41036. }
  41037. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41038. /** @hidden */
  41039. export var bumpFragmentFunctions: {
  41040. name: string;
  41041. shader: string;
  41042. };
  41043. }
  41044. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41045. /** @hidden */
  41046. export var logDepthDeclaration: {
  41047. name: string;
  41048. shader: string;
  41049. };
  41050. }
  41051. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41052. /** @hidden */
  41053. export var bumpFragment: {
  41054. name: string;
  41055. shader: string;
  41056. };
  41057. }
  41058. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41059. /** @hidden */
  41060. export var depthPrePass: {
  41061. name: string;
  41062. shader: string;
  41063. };
  41064. }
  41065. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41066. /** @hidden */
  41067. export var lightFragment: {
  41068. name: string;
  41069. shader: string;
  41070. };
  41071. }
  41072. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41073. /** @hidden */
  41074. export var logDepthFragment: {
  41075. name: string;
  41076. shader: string;
  41077. };
  41078. }
  41079. declare module "babylonjs/Shaders/default.fragment" {
  41080. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41082. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41083. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41084. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41085. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41086. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41088. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41089. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41091. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41092. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41093. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41094. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41095. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41096. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41097. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41098. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41099. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41100. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41101. /** @hidden */
  41102. export var defaultPixelShader: {
  41103. name: string;
  41104. shader: string;
  41105. };
  41106. }
  41107. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41108. /** @hidden */
  41109. export var defaultVertexDeclaration: {
  41110. name: string;
  41111. shader: string;
  41112. };
  41113. }
  41114. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41115. /** @hidden */
  41116. export var bumpVertexDeclaration: {
  41117. name: string;
  41118. shader: string;
  41119. };
  41120. }
  41121. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41122. /** @hidden */
  41123. export var bumpVertex: {
  41124. name: string;
  41125. shader: string;
  41126. };
  41127. }
  41128. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41129. /** @hidden */
  41130. export var fogVertex: {
  41131. name: string;
  41132. shader: string;
  41133. };
  41134. }
  41135. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41136. /** @hidden */
  41137. export var shadowsVertex: {
  41138. name: string;
  41139. shader: string;
  41140. };
  41141. }
  41142. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41143. /** @hidden */
  41144. export var pointCloudVertex: {
  41145. name: string;
  41146. shader: string;
  41147. };
  41148. }
  41149. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41150. /** @hidden */
  41151. export var logDepthVertex: {
  41152. name: string;
  41153. shader: string;
  41154. };
  41155. }
  41156. declare module "babylonjs/Shaders/default.vertex" {
  41157. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41158. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41159. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41160. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41161. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41164. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41167. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41168. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41169. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41170. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41171. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41172. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41173. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41174. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41175. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41176. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41177. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41178. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41179. /** @hidden */
  41180. export var defaultVertexShader: {
  41181. name: string;
  41182. shader: string;
  41183. };
  41184. }
  41185. declare module "babylonjs/Materials/standardMaterial" {
  41186. import { SmartArray } from "babylonjs/Misc/smartArray";
  41187. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41188. import { Nullable } from "babylonjs/types";
  41189. import { Scene } from "babylonjs/scene";
  41190. import { Matrix } from "babylonjs/Maths/math.vector";
  41191. import { Color3 } from "babylonjs/Maths/math.color";
  41192. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41193. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41194. import { Mesh } from "babylonjs/Meshes/mesh";
  41195. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41196. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41197. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41198. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41199. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41200. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41201. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41202. import "babylonjs/Shaders/default.fragment";
  41203. import "babylonjs/Shaders/default.vertex";
  41204. /** @hidden */
  41205. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41206. MAINUV1: boolean;
  41207. MAINUV2: boolean;
  41208. DIFFUSE: boolean;
  41209. DIFFUSEDIRECTUV: number;
  41210. AMBIENT: boolean;
  41211. AMBIENTDIRECTUV: number;
  41212. OPACITY: boolean;
  41213. OPACITYDIRECTUV: number;
  41214. OPACITYRGB: boolean;
  41215. REFLECTION: boolean;
  41216. EMISSIVE: boolean;
  41217. EMISSIVEDIRECTUV: number;
  41218. SPECULAR: boolean;
  41219. SPECULARDIRECTUV: number;
  41220. BUMP: boolean;
  41221. BUMPDIRECTUV: number;
  41222. PARALLAX: boolean;
  41223. PARALLAXOCCLUSION: boolean;
  41224. SPECULAROVERALPHA: boolean;
  41225. CLIPPLANE: boolean;
  41226. CLIPPLANE2: boolean;
  41227. CLIPPLANE3: boolean;
  41228. CLIPPLANE4: boolean;
  41229. ALPHATEST: boolean;
  41230. DEPTHPREPASS: boolean;
  41231. ALPHAFROMDIFFUSE: boolean;
  41232. POINTSIZE: boolean;
  41233. FOG: boolean;
  41234. SPECULARTERM: boolean;
  41235. DIFFUSEFRESNEL: boolean;
  41236. OPACITYFRESNEL: boolean;
  41237. REFLECTIONFRESNEL: boolean;
  41238. REFRACTIONFRESNEL: boolean;
  41239. EMISSIVEFRESNEL: boolean;
  41240. FRESNEL: boolean;
  41241. NORMAL: boolean;
  41242. UV1: boolean;
  41243. UV2: boolean;
  41244. VERTEXCOLOR: boolean;
  41245. VERTEXALPHA: boolean;
  41246. NUM_BONE_INFLUENCERS: number;
  41247. BonesPerMesh: number;
  41248. BONETEXTURE: boolean;
  41249. INSTANCES: boolean;
  41250. GLOSSINESS: boolean;
  41251. ROUGHNESS: boolean;
  41252. EMISSIVEASILLUMINATION: boolean;
  41253. LINKEMISSIVEWITHDIFFUSE: boolean;
  41254. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41255. LIGHTMAP: boolean;
  41256. LIGHTMAPDIRECTUV: number;
  41257. OBJECTSPACE_NORMALMAP: boolean;
  41258. USELIGHTMAPASSHADOWMAP: boolean;
  41259. REFLECTIONMAP_3D: boolean;
  41260. REFLECTIONMAP_SPHERICAL: boolean;
  41261. REFLECTIONMAP_PLANAR: boolean;
  41262. REFLECTIONMAP_CUBIC: boolean;
  41263. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41264. REFLECTIONMAP_PROJECTION: boolean;
  41265. REFLECTIONMAP_SKYBOX: boolean;
  41266. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41267. REFLECTIONMAP_EXPLICIT: boolean;
  41268. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41269. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41270. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41271. INVERTCUBICMAP: boolean;
  41272. LOGARITHMICDEPTH: boolean;
  41273. REFRACTION: boolean;
  41274. REFRACTIONMAP_3D: boolean;
  41275. REFLECTIONOVERALPHA: boolean;
  41276. TWOSIDEDLIGHTING: boolean;
  41277. SHADOWFLOAT: boolean;
  41278. MORPHTARGETS: boolean;
  41279. MORPHTARGETS_NORMAL: boolean;
  41280. MORPHTARGETS_TANGENT: boolean;
  41281. MORPHTARGETS_UV: boolean;
  41282. NUM_MORPH_INFLUENCERS: number;
  41283. NONUNIFORMSCALING: boolean;
  41284. PREMULTIPLYALPHA: boolean;
  41285. IMAGEPROCESSING: boolean;
  41286. VIGNETTE: boolean;
  41287. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41288. VIGNETTEBLENDMODEOPAQUE: boolean;
  41289. TONEMAPPING: boolean;
  41290. TONEMAPPING_ACES: boolean;
  41291. CONTRAST: boolean;
  41292. COLORCURVES: boolean;
  41293. COLORGRADING: boolean;
  41294. COLORGRADING3D: boolean;
  41295. SAMPLER3DGREENDEPTH: boolean;
  41296. SAMPLER3DBGRMAP: boolean;
  41297. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41298. MULTIVIEW: boolean;
  41299. /**
  41300. * If the reflection texture on this material is in linear color space
  41301. * @hidden
  41302. */
  41303. IS_REFLECTION_LINEAR: boolean;
  41304. /**
  41305. * If the refraction texture on this material is in linear color space
  41306. * @hidden
  41307. */
  41308. IS_REFRACTION_LINEAR: boolean;
  41309. EXPOSURE: boolean;
  41310. constructor();
  41311. setReflectionMode(modeToEnable: string): void;
  41312. }
  41313. /**
  41314. * This is the default material used in Babylon. It is the best trade off between quality
  41315. * and performances.
  41316. * @see http://doc.babylonjs.com/babylon101/materials
  41317. */
  41318. export class StandardMaterial extends PushMaterial {
  41319. private _diffuseTexture;
  41320. /**
  41321. * The basic texture of the material as viewed under a light.
  41322. */
  41323. diffuseTexture: Nullable<BaseTexture>;
  41324. private _ambientTexture;
  41325. /**
  41326. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41327. */
  41328. ambientTexture: Nullable<BaseTexture>;
  41329. private _opacityTexture;
  41330. /**
  41331. * Define the transparency of the material from a texture.
  41332. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41333. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41334. */
  41335. opacityTexture: Nullable<BaseTexture>;
  41336. private _reflectionTexture;
  41337. /**
  41338. * Define the texture used to display the reflection.
  41339. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41340. */
  41341. reflectionTexture: Nullable<BaseTexture>;
  41342. private _emissiveTexture;
  41343. /**
  41344. * Define texture of the material as if self lit.
  41345. * This will be mixed in the final result even in the absence of light.
  41346. */
  41347. emissiveTexture: Nullable<BaseTexture>;
  41348. private _specularTexture;
  41349. /**
  41350. * Define how the color and intensity of the highlight given by the light in the material.
  41351. */
  41352. specularTexture: Nullable<BaseTexture>;
  41353. private _bumpTexture;
  41354. /**
  41355. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41356. * 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.
  41357. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41358. */
  41359. bumpTexture: Nullable<BaseTexture>;
  41360. private _lightmapTexture;
  41361. /**
  41362. * Complex lighting can be computationally expensive to compute at runtime.
  41363. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41364. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41365. */
  41366. lightmapTexture: Nullable<BaseTexture>;
  41367. private _refractionTexture;
  41368. /**
  41369. * Define the texture used to display the refraction.
  41370. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41371. */
  41372. refractionTexture: Nullable<BaseTexture>;
  41373. /**
  41374. * The color of the material lit by the environmental background lighting.
  41375. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41376. */
  41377. ambientColor: Color3;
  41378. /**
  41379. * The basic color of the material as viewed under a light.
  41380. */
  41381. diffuseColor: Color3;
  41382. /**
  41383. * Define how the color and intensity of the highlight given by the light in the material.
  41384. */
  41385. specularColor: Color3;
  41386. /**
  41387. * Define the color of the material as if self lit.
  41388. * This will be mixed in the final result even in the absence of light.
  41389. */
  41390. emissiveColor: Color3;
  41391. /**
  41392. * Defines how sharp are the highlights in the material.
  41393. * The bigger the value the sharper giving a more glossy feeling to the result.
  41394. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41395. */
  41396. specularPower: number;
  41397. private _useAlphaFromDiffuseTexture;
  41398. /**
  41399. * Does the transparency come from the diffuse texture alpha channel.
  41400. */
  41401. useAlphaFromDiffuseTexture: boolean;
  41402. private _useEmissiveAsIllumination;
  41403. /**
  41404. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41405. */
  41406. useEmissiveAsIllumination: boolean;
  41407. private _linkEmissiveWithDiffuse;
  41408. /**
  41409. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41410. * the emissive level when the final color is close to one.
  41411. */
  41412. linkEmissiveWithDiffuse: boolean;
  41413. private _useSpecularOverAlpha;
  41414. /**
  41415. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41416. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41417. */
  41418. useSpecularOverAlpha: boolean;
  41419. private _useReflectionOverAlpha;
  41420. /**
  41421. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41422. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41423. */
  41424. useReflectionOverAlpha: boolean;
  41425. private _disableLighting;
  41426. /**
  41427. * Does lights from the scene impacts this material.
  41428. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41429. */
  41430. disableLighting: boolean;
  41431. private _useObjectSpaceNormalMap;
  41432. /**
  41433. * Allows using an object space normal map (instead of tangent space).
  41434. */
  41435. useObjectSpaceNormalMap: boolean;
  41436. private _useParallax;
  41437. /**
  41438. * Is parallax enabled or not.
  41439. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41440. */
  41441. useParallax: boolean;
  41442. private _useParallaxOcclusion;
  41443. /**
  41444. * Is parallax occlusion enabled or not.
  41445. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41446. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41447. */
  41448. useParallaxOcclusion: boolean;
  41449. /**
  41450. * 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.
  41451. */
  41452. parallaxScaleBias: number;
  41453. private _roughness;
  41454. /**
  41455. * Helps to define how blurry the reflections should appears in the material.
  41456. */
  41457. roughness: number;
  41458. /**
  41459. * In case of refraction, define the value of the index of refraction.
  41460. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41461. */
  41462. indexOfRefraction: number;
  41463. /**
  41464. * Invert the refraction texture alongside the y axis.
  41465. * It can be useful with procedural textures or probe for instance.
  41466. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41467. */
  41468. invertRefractionY: boolean;
  41469. /**
  41470. * Defines the alpha limits in alpha test mode.
  41471. */
  41472. alphaCutOff: number;
  41473. private _useLightmapAsShadowmap;
  41474. /**
  41475. * In case of light mapping, define whether the map contains light or shadow informations.
  41476. */
  41477. useLightmapAsShadowmap: boolean;
  41478. private _diffuseFresnelParameters;
  41479. /**
  41480. * Define the diffuse fresnel parameters of the material.
  41481. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41482. */
  41483. diffuseFresnelParameters: FresnelParameters;
  41484. private _opacityFresnelParameters;
  41485. /**
  41486. * Define the opacity fresnel parameters of the material.
  41487. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41488. */
  41489. opacityFresnelParameters: FresnelParameters;
  41490. private _reflectionFresnelParameters;
  41491. /**
  41492. * Define the reflection fresnel parameters of the material.
  41493. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41494. */
  41495. reflectionFresnelParameters: FresnelParameters;
  41496. private _refractionFresnelParameters;
  41497. /**
  41498. * Define the refraction fresnel parameters of the material.
  41499. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41500. */
  41501. refractionFresnelParameters: FresnelParameters;
  41502. private _emissiveFresnelParameters;
  41503. /**
  41504. * Define the emissive fresnel parameters of the material.
  41505. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41506. */
  41507. emissiveFresnelParameters: FresnelParameters;
  41508. private _useReflectionFresnelFromSpecular;
  41509. /**
  41510. * If true automatically deducts the fresnels values from the material specularity.
  41511. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41512. */
  41513. useReflectionFresnelFromSpecular: boolean;
  41514. private _useGlossinessFromSpecularMapAlpha;
  41515. /**
  41516. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41517. */
  41518. useGlossinessFromSpecularMapAlpha: boolean;
  41519. private _maxSimultaneousLights;
  41520. /**
  41521. * Defines the maximum number of lights that can be used in the material
  41522. */
  41523. maxSimultaneousLights: number;
  41524. private _invertNormalMapX;
  41525. /**
  41526. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41527. */
  41528. invertNormalMapX: boolean;
  41529. private _invertNormalMapY;
  41530. /**
  41531. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41532. */
  41533. invertNormalMapY: boolean;
  41534. private _twoSidedLighting;
  41535. /**
  41536. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41537. */
  41538. twoSidedLighting: boolean;
  41539. /**
  41540. * Default configuration related to image processing available in the standard Material.
  41541. */
  41542. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41543. /**
  41544. * Gets the image processing configuration used either in this material.
  41545. */
  41546. /**
  41547. * Sets the Default image processing configuration used either in the this material.
  41548. *
  41549. * If sets to null, the scene one is in use.
  41550. */
  41551. imageProcessingConfiguration: ImageProcessingConfiguration;
  41552. /**
  41553. * Keep track of the image processing observer to allow dispose and replace.
  41554. */
  41555. private _imageProcessingObserver;
  41556. /**
  41557. * Attaches a new image processing configuration to the Standard Material.
  41558. * @param configuration
  41559. */
  41560. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41561. /**
  41562. * Gets wether the color curves effect is enabled.
  41563. */
  41564. /**
  41565. * Sets wether the color curves effect is enabled.
  41566. */
  41567. cameraColorCurvesEnabled: boolean;
  41568. /**
  41569. * Gets wether the color grading effect is enabled.
  41570. */
  41571. /**
  41572. * Gets wether the color grading effect is enabled.
  41573. */
  41574. cameraColorGradingEnabled: boolean;
  41575. /**
  41576. * Gets wether tonemapping is enabled or not.
  41577. */
  41578. /**
  41579. * Sets wether tonemapping is enabled or not
  41580. */
  41581. cameraToneMappingEnabled: boolean;
  41582. /**
  41583. * The camera exposure used on this material.
  41584. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41585. * This corresponds to a photographic exposure.
  41586. */
  41587. /**
  41588. * The camera exposure used on this material.
  41589. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41590. * This corresponds to a photographic exposure.
  41591. */
  41592. cameraExposure: number;
  41593. /**
  41594. * Gets The camera contrast used on this material.
  41595. */
  41596. /**
  41597. * Sets The camera contrast used on this material.
  41598. */
  41599. cameraContrast: number;
  41600. /**
  41601. * Gets the Color Grading 2D Lookup Texture.
  41602. */
  41603. /**
  41604. * Sets the Color Grading 2D Lookup Texture.
  41605. */
  41606. cameraColorGradingTexture: Nullable<BaseTexture>;
  41607. /**
  41608. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41609. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41610. * 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;
  41611. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41612. */
  41613. /**
  41614. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41615. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41616. * 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;
  41617. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41618. */
  41619. cameraColorCurves: Nullable<ColorCurves>;
  41620. /**
  41621. * Custom callback helping to override the default shader used in the material.
  41622. */
  41623. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41624. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41625. protected _worldViewProjectionMatrix: Matrix;
  41626. protected _globalAmbientColor: Color3;
  41627. protected _useLogarithmicDepth: boolean;
  41628. protected _rebuildInParallel: boolean;
  41629. /**
  41630. * Instantiates a new standard material.
  41631. * This is the default material used in Babylon. It is the best trade off between quality
  41632. * and performances.
  41633. * @see http://doc.babylonjs.com/babylon101/materials
  41634. * @param name Define the name of the material in the scene
  41635. * @param scene Define the scene the material belong to
  41636. */
  41637. constructor(name: string, scene: Scene);
  41638. /**
  41639. * Gets a boolean indicating that current material needs to register RTT
  41640. */
  41641. readonly hasRenderTargetTextures: boolean;
  41642. /**
  41643. * Gets the current class name of the material e.g. "StandardMaterial"
  41644. * Mainly use in serialization.
  41645. * @returns the class name
  41646. */
  41647. getClassName(): string;
  41648. /**
  41649. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41650. * You can try switching to logarithmic depth.
  41651. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41652. */
  41653. useLogarithmicDepth: boolean;
  41654. /**
  41655. * Specifies if the material will require alpha blending
  41656. * @returns a boolean specifying if alpha blending is needed
  41657. */
  41658. needAlphaBlending(): boolean;
  41659. /**
  41660. * Specifies if this material should be rendered in alpha test mode
  41661. * @returns a boolean specifying if an alpha test is needed.
  41662. */
  41663. needAlphaTesting(): boolean;
  41664. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41665. /**
  41666. * Get the texture used for alpha test purpose.
  41667. * @returns the diffuse texture in case of the standard material.
  41668. */
  41669. getAlphaTestTexture(): Nullable<BaseTexture>;
  41670. /**
  41671. * Get if the submesh is ready to be used and all its information available.
  41672. * Child classes can use it to update shaders
  41673. * @param mesh defines the mesh to check
  41674. * @param subMesh defines which submesh to check
  41675. * @param useInstances specifies that instances should be used
  41676. * @returns a boolean indicating that the submesh is ready or not
  41677. */
  41678. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41679. /**
  41680. * Builds the material UBO layouts.
  41681. * Used internally during the effect preparation.
  41682. */
  41683. buildUniformLayout(): void;
  41684. /**
  41685. * Unbinds the material from the mesh
  41686. */
  41687. unbind(): void;
  41688. /**
  41689. * Binds the submesh to this material by preparing the effect and shader to draw
  41690. * @param world defines the world transformation matrix
  41691. * @param mesh defines the mesh containing the submesh
  41692. * @param subMesh defines the submesh to bind the material to
  41693. */
  41694. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41695. /**
  41696. * Get the list of animatables in the material.
  41697. * @returns the list of animatables object used in the material
  41698. */
  41699. getAnimatables(): IAnimatable[];
  41700. /**
  41701. * Gets the active textures from the material
  41702. * @returns an array of textures
  41703. */
  41704. getActiveTextures(): BaseTexture[];
  41705. /**
  41706. * Specifies if the material uses a texture
  41707. * @param texture defines the texture to check against the material
  41708. * @returns a boolean specifying if the material uses the texture
  41709. */
  41710. hasTexture(texture: BaseTexture): boolean;
  41711. /**
  41712. * Disposes the material
  41713. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41714. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41715. */
  41716. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41717. /**
  41718. * Makes a duplicate of the material, and gives it a new name
  41719. * @param name defines the new name for the duplicated material
  41720. * @returns the cloned material
  41721. */
  41722. clone(name: string): StandardMaterial;
  41723. /**
  41724. * Serializes this material in a JSON representation
  41725. * @returns the serialized material object
  41726. */
  41727. serialize(): any;
  41728. /**
  41729. * Creates a standard material from parsed material data
  41730. * @param source defines the JSON representation of the material
  41731. * @param scene defines the hosting scene
  41732. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41733. * @returns a new standard material
  41734. */
  41735. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41736. /**
  41737. * Are diffuse textures enabled in the application.
  41738. */
  41739. static DiffuseTextureEnabled: boolean;
  41740. /**
  41741. * Are ambient textures enabled in the application.
  41742. */
  41743. static AmbientTextureEnabled: boolean;
  41744. /**
  41745. * Are opacity textures enabled in the application.
  41746. */
  41747. static OpacityTextureEnabled: boolean;
  41748. /**
  41749. * Are reflection textures enabled in the application.
  41750. */
  41751. static ReflectionTextureEnabled: boolean;
  41752. /**
  41753. * Are emissive textures enabled in the application.
  41754. */
  41755. static EmissiveTextureEnabled: boolean;
  41756. /**
  41757. * Are specular textures enabled in the application.
  41758. */
  41759. static SpecularTextureEnabled: boolean;
  41760. /**
  41761. * Are bump textures enabled in the application.
  41762. */
  41763. static BumpTextureEnabled: boolean;
  41764. /**
  41765. * Are lightmap textures enabled in the application.
  41766. */
  41767. static LightmapTextureEnabled: boolean;
  41768. /**
  41769. * Are refraction textures enabled in the application.
  41770. */
  41771. static RefractionTextureEnabled: boolean;
  41772. /**
  41773. * Are color grading textures enabled in the application.
  41774. */
  41775. static ColorGradingTextureEnabled: boolean;
  41776. /**
  41777. * Are fresnels enabled in the application.
  41778. */
  41779. static FresnelEnabled: boolean;
  41780. }
  41781. }
  41782. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41783. import { Scene } from "babylonjs/scene";
  41784. import { Texture } from "babylonjs/Materials/Textures/texture";
  41785. /**
  41786. * A class extending Texture allowing drawing on a texture
  41787. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41788. */
  41789. export class DynamicTexture extends Texture {
  41790. private _generateMipMaps;
  41791. private _canvas;
  41792. private _context;
  41793. private _engine;
  41794. /**
  41795. * Creates a DynamicTexture
  41796. * @param name defines the name of the texture
  41797. * @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
  41798. * @param scene defines the scene where you want the texture
  41799. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41800. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41801. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41802. */
  41803. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41804. /**
  41805. * Get the current class name of the texture useful for serialization or dynamic coding.
  41806. * @returns "DynamicTexture"
  41807. */
  41808. getClassName(): string;
  41809. /**
  41810. * Gets the current state of canRescale
  41811. */
  41812. readonly canRescale: boolean;
  41813. private _recreate;
  41814. /**
  41815. * Scales the texture
  41816. * @param ratio the scale factor to apply to both width and height
  41817. */
  41818. scale(ratio: number): void;
  41819. /**
  41820. * Resizes the texture
  41821. * @param width the new width
  41822. * @param height the new height
  41823. */
  41824. scaleTo(width: number, height: number): void;
  41825. /**
  41826. * Gets the context of the canvas used by the texture
  41827. * @returns the canvas context of the dynamic texture
  41828. */
  41829. getContext(): CanvasRenderingContext2D;
  41830. /**
  41831. * Clears the texture
  41832. */
  41833. clear(): void;
  41834. /**
  41835. * Updates the texture
  41836. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41837. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41838. */
  41839. update(invertY?: boolean, premulAlpha?: boolean): void;
  41840. /**
  41841. * Draws text onto the texture
  41842. * @param text defines the text to be drawn
  41843. * @param x defines the placement of the text from the left
  41844. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41845. * @param font defines the font to be used with font-style, font-size, font-name
  41846. * @param color defines the color used for the text
  41847. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41848. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41849. * @param update defines whether texture is immediately update (default is true)
  41850. */
  41851. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41852. /**
  41853. * Clones the texture
  41854. * @returns the clone of the texture.
  41855. */
  41856. clone(): DynamicTexture;
  41857. /**
  41858. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41859. * @returns a serialized dynamic texture object
  41860. */
  41861. serialize(): any;
  41862. /** @hidden */
  41863. _rebuild(): void;
  41864. }
  41865. }
  41866. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41867. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41868. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41869. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41870. /** @hidden */
  41871. export var imageProcessingPixelShader: {
  41872. name: string;
  41873. shader: string;
  41874. };
  41875. }
  41876. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41877. import { Nullable } from "babylonjs/types";
  41878. import { Color4 } from "babylonjs/Maths/math.color";
  41879. import { Camera } from "babylonjs/Cameras/camera";
  41880. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41881. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41882. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41883. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41884. import { Engine } from "babylonjs/Engines/engine";
  41885. import "babylonjs/Shaders/imageProcessing.fragment";
  41886. import "babylonjs/Shaders/postprocess.vertex";
  41887. /**
  41888. * ImageProcessingPostProcess
  41889. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41890. */
  41891. export class ImageProcessingPostProcess extends PostProcess {
  41892. /**
  41893. * Default configuration related to image processing available in the PBR Material.
  41894. */
  41895. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41896. /**
  41897. * Gets the image processing configuration used either in this material.
  41898. */
  41899. /**
  41900. * Sets the Default image processing configuration used either in the this material.
  41901. *
  41902. * If sets to null, the scene one is in use.
  41903. */
  41904. imageProcessingConfiguration: ImageProcessingConfiguration;
  41905. /**
  41906. * Keep track of the image processing observer to allow dispose and replace.
  41907. */
  41908. private _imageProcessingObserver;
  41909. /**
  41910. * Attaches a new image processing configuration to the PBR Material.
  41911. * @param configuration
  41912. */
  41913. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41914. /**
  41915. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41916. */
  41917. /**
  41918. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41919. */
  41920. colorCurves: Nullable<ColorCurves>;
  41921. /**
  41922. * Gets wether the color curves effect is enabled.
  41923. */
  41924. /**
  41925. * Sets wether the color curves effect is enabled.
  41926. */
  41927. colorCurvesEnabled: boolean;
  41928. /**
  41929. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41930. */
  41931. /**
  41932. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41933. */
  41934. colorGradingTexture: Nullable<BaseTexture>;
  41935. /**
  41936. * Gets wether the color grading effect is enabled.
  41937. */
  41938. /**
  41939. * Gets wether the color grading effect is enabled.
  41940. */
  41941. colorGradingEnabled: boolean;
  41942. /**
  41943. * Gets exposure used in the effect.
  41944. */
  41945. /**
  41946. * Sets exposure used in the effect.
  41947. */
  41948. exposure: number;
  41949. /**
  41950. * Gets wether tonemapping is enabled or not.
  41951. */
  41952. /**
  41953. * Sets wether tonemapping is enabled or not
  41954. */
  41955. toneMappingEnabled: boolean;
  41956. /**
  41957. * Gets the type of tone mapping effect.
  41958. */
  41959. /**
  41960. * Sets the type of tone mapping effect.
  41961. */
  41962. toneMappingType: number;
  41963. /**
  41964. * Gets contrast used in the effect.
  41965. */
  41966. /**
  41967. * Sets contrast used in the effect.
  41968. */
  41969. contrast: number;
  41970. /**
  41971. * Gets Vignette stretch size.
  41972. */
  41973. /**
  41974. * Sets Vignette stretch size.
  41975. */
  41976. vignetteStretch: number;
  41977. /**
  41978. * Gets Vignette centre X Offset.
  41979. */
  41980. /**
  41981. * Sets Vignette centre X Offset.
  41982. */
  41983. vignetteCentreX: number;
  41984. /**
  41985. * Gets Vignette centre Y Offset.
  41986. */
  41987. /**
  41988. * Sets Vignette centre Y Offset.
  41989. */
  41990. vignetteCentreY: number;
  41991. /**
  41992. * Gets Vignette weight or intensity of the vignette effect.
  41993. */
  41994. /**
  41995. * Sets Vignette weight or intensity of the vignette effect.
  41996. */
  41997. vignetteWeight: number;
  41998. /**
  41999. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42000. * if vignetteEnabled is set to true.
  42001. */
  42002. /**
  42003. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42004. * if vignetteEnabled is set to true.
  42005. */
  42006. vignetteColor: Color4;
  42007. /**
  42008. * Gets Camera field of view used by the Vignette effect.
  42009. */
  42010. /**
  42011. * Sets Camera field of view used by the Vignette effect.
  42012. */
  42013. vignetteCameraFov: number;
  42014. /**
  42015. * Gets the vignette blend mode allowing different kind of effect.
  42016. */
  42017. /**
  42018. * Sets the vignette blend mode allowing different kind of effect.
  42019. */
  42020. vignetteBlendMode: number;
  42021. /**
  42022. * Gets wether the vignette effect is enabled.
  42023. */
  42024. /**
  42025. * Sets wether the vignette effect is enabled.
  42026. */
  42027. vignetteEnabled: boolean;
  42028. private _fromLinearSpace;
  42029. /**
  42030. * Gets wether the input of the processing is in Gamma or Linear Space.
  42031. */
  42032. /**
  42033. * Sets wether the input of the processing is in Gamma or Linear Space.
  42034. */
  42035. fromLinearSpace: boolean;
  42036. /**
  42037. * Defines cache preventing GC.
  42038. */
  42039. private _defines;
  42040. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42041. /**
  42042. * "ImageProcessingPostProcess"
  42043. * @returns "ImageProcessingPostProcess"
  42044. */
  42045. getClassName(): string;
  42046. protected _updateParameters(): void;
  42047. dispose(camera?: Camera): void;
  42048. }
  42049. }
  42050. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42051. import { Scene } from "babylonjs/scene";
  42052. import { Color3 } from "babylonjs/Maths/math.color";
  42053. import { Mesh } from "babylonjs/Meshes/mesh";
  42054. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42055. import { Nullable } from "babylonjs/types";
  42056. /**
  42057. * Class containing static functions to help procedurally build meshes
  42058. */
  42059. export class GroundBuilder {
  42060. /**
  42061. * Creates a ground mesh
  42062. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42063. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42064. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42065. * @param name defines the name of the mesh
  42066. * @param options defines the options used to create the mesh
  42067. * @param scene defines the hosting scene
  42068. * @returns the ground mesh
  42069. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42070. */
  42071. static CreateGround(name: string, options: {
  42072. width?: number;
  42073. height?: number;
  42074. subdivisions?: number;
  42075. subdivisionsX?: number;
  42076. subdivisionsY?: number;
  42077. updatable?: boolean;
  42078. }, scene: any): Mesh;
  42079. /**
  42080. * Creates a tiled ground mesh
  42081. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42082. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42083. * * 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
  42084. * * 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
  42085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42086. * @param name defines the name of the mesh
  42087. * @param options defines the options used to create the mesh
  42088. * @param scene defines the hosting scene
  42089. * @returns the tiled ground mesh
  42090. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42091. */
  42092. static CreateTiledGround(name: string, options: {
  42093. xmin: number;
  42094. zmin: number;
  42095. xmax: number;
  42096. zmax: number;
  42097. subdivisions?: {
  42098. w: number;
  42099. h: number;
  42100. };
  42101. precision?: {
  42102. w: number;
  42103. h: number;
  42104. };
  42105. updatable?: boolean;
  42106. }, scene?: Nullable<Scene>): Mesh;
  42107. /**
  42108. * Creates a ground mesh from a height map
  42109. * * The parameter `url` sets the URL of the height map image resource.
  42110. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42111. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42112. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42113. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42114. * * 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.
  42115. * * 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).
  42116. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  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 url defines the url to the height map
  42120. * @param options defines the options used to create the mesh
  42121. * @param scene defines the hosting scene
  42122. * @returns the ground mesh
  42123. * @see https://doc.babylonjs.com/babylon101/height_map
  42124. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42125. */
  42126. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42127. width?: number;
  42128. height?: number;
  42129. subdivisions?: number;
  42130. minHeight?: number;
  42131. maxHeight?: number;
  42132. colorFilter?: Color3;
  42133. alphaFilter?: number;
  42134. updatable?: boolean;
  42135. onReady?: (mesh: GroundMesh) => void;
  42136. }, scene?: Nullable<Scene>): GroundMesh;
  42137. }
  42138. }
  42139. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42140. import { Vector4 } from "babylonjs/Maths/math.vector";
  42141. import { Mesh } from "babylonjs/Meshes/mesh";
  42142. /**
  42143. * Class containing static functions to help procedurally build meshes
  42144. */
  42145. export class TorusBuilder {
  42146. /**
  42147. * Creates a torus mesh
  42148. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42149. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42150. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42151. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42152. * * If you create a double-sided mesh, you can choose what parts of 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
  42153. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42154. * @param name defines the name of the mesh
  42155. * @param options defines the options used to create the mesh
  42156. * @param scene defines the hosting scene
  42157. * @returns the torus mesh
  42158. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42159. */
  42160. static CreateTorus(name: string, options: {
  42161. diameter?: number;
  42162. thickness?: number;
  42163. tessellation?: number;
  42164. updatable?: boolean;
  42165. sideOrientation?: number;
  42166. frontUVs?: Vector4;
  42167. backUVs?: Vector4;
  42168. }, scene: any): Mesh;
  42169. }
  42170. }
  42171. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42172. import { Vector4 } from "babylonjs/Maths/math.vector";
  42173. import { Color4 } from "babylonjs/Maths/math.color";
  42174. import { Mesh } from "babylonjs/Meshes/mesh";
  42175. /**
  42176. * Class containing static functions to help procedurally build meshes
  42177. */
  42178. export class CylinderBuilder {
  42179. /**
  42180. * Creates a cylinder or a cone mesh
  42181. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42182. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42183. * * 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.
  42184. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42185. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42186. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42187. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42188. * * 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).
  42189. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42190. * * 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).
  42191. * * 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
  42192. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42193. * * 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
  42194. * * 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.
  42195. * * If `enclose` is false, a ring surface is one element.
  42196. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42197. * * 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
  42198. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42199. * * If you create a double-sided mesh, you can choose what parts of 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
  42200. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42201. * @param name defines the name of the mesh
  42202. * @param options defines the options used to create the mesh
  42203. * @param scene defines the hosting scene
  42204. * @returns the cylinder mesh
  42205. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42206. */
  42207. static CreateCylinder(name: string, options: {
  42208. height?: number;
  42209. diameterTop?: number;
  42210. diameterBottom?: number;
  42211. diameter?: number;
  42212. tessellation?: number;
  42213. subdivisions?: number;
  42214. arc?: number;
  42215. faceColors?: Color4[];
  42216. faceUV?: Vector4[];
  42217. updatable?: boolean;
  42218. hasRings?: boolean;
  42219. enclose?: boolean;
  42220. cap?: number;
  42221. sideOrientation?: number;
  42222. frontUVs?: Vector4;
  42223. backUVs?: Vector4;
  42224. }, scene: any): Mesh;
  42225. }
  42226. }
  42227. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42228. import { Observable } from "babylonjs/Misc/observable";
  42229. import { Nullable } from "babylonjs/types";
  42230. import { Camera } from "babylonjs/Cameras/camera";
  42231. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42232. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42233. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42234. import { Scene } from "babylonjs/scene";
  42235. import { Vector3 } from "babylonjs/Maths/math.vector";
  42236. import { Color3 } from "babylonjs/Maths/math.color";
  42237. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42238. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42239. import { Mesh } from "babylonjs/Meshes/mesh";
  42240. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42241. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42242. import "babylonjs/Meshes/Builders/groundBuilder";
  42243. import "babylonjs/Meshes/Builders/torusBuilder";
  42244. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42245. import "babylonjs/Gamepads/gamepadSceneComponent";
  42246. import "babylonjs/Animations/animatable";
  42247. /**
  42248. * Options to modify the vr teleportation behavior.
  42249. */
  42250. export interface VRTeleportationOptions {
  42251. /**
  42252. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42253. */
  42254. floorMeshName?: string;
  42255. /**
  42256. * A list of meshes to be used as the teleportation floor. (default: empty)
  42257. */
  42258. floorMeshes?: Mesh[];
  42259. }
  42260. /**
  42261. * Options to modify the vr experience helper's behavior.
  42262. */
  42263. export interface VRExperienceHelperOptions extends WebVROptions {
  42264. /**
  42265. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42266. */
  42267. createDeviceOrientationCamera?: boolean;
  42268. /**
  42269. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42270. */
  42271. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42272. /**
  42273. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42274. */
  42275. laserToggle?: boolean;
  42276. /**
  42277. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42278. */
  42279. floorMeshes?: Mesh[];
  42280. /**
  42281. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42282. */
  42283. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42284. }
  42285. /**
  42286. * Event containing information after VR has been entered
  42287. */
  42288. export class OnAfterEnteringVRObservableEvent {
  42289. /**
  42290. * If entering vr was successful
  42291. */
  42292. success: boolean;
  42293. }
  42294. /**
  42295. * Helps to quickly add VR support to an existing scene.
  42296. * See http://doc.babylonjs.com/how_to/webvr_helper
  42297. */
  42298. export class VRExperienceHelper {
  42299. /** Options to modify the vr experience helper's behavior. */
  42300. webVROptions: VRExperienceHelperOptions;
  42301. private _scene;
  42302. private _position;
  42303. private _btnVR;
  42304. private _btnVRDisplayed;
  42305. private _webVRsupported;
  42306. private _webVRready;
  42307. private _webVRrequesting;
  42308. private _webVRpresenting;
  42309. private _hasEnteredVR;
  42310. private _fullscreenVRpresenting;
  42311. private _canvas;
  42312. private _webVRCamera;
  42313. private _vrDeviceOrientationCamera;
  42314. private _deviceOrientationCamera;
  42315. private _existingCamera;
  42316. private _onKeyDown;
  42317. private _onVrDisplayPresentChange;
  42318. private _onVRDisplayChanged;
  42319. private _onVRRequestPresentStart;
  42320. private _onVRRequestPresentComplete;
  42321. /**
  42322. * 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)
  42323. */
  42324. enableGazeEvenWhenNoPointerLock: boolean;
  42325. /**
  42326. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42327. */
  42328. exitVROnDoubleTap: boolean;
  42329. /**
  42330. * Observable raised right before entering VR.
  42331. */
  42332. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42333. /**
  42334. * Observable raised when entering VR has completed.
  42335. */
  42336. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42337. /**
  42338. * Observable raised when exiting VR.
  42339. */
  42340. onExitingVRObservable: Observable<VRExperienceHelper>;
  42341. /**
  42342. * Observable raised when controller mesh is loaded.
  42343. */
  42344. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42345. /** Return this.onEnteringVRObservable
  42346. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42347. */
  42348. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42349. /** Return this.onExitingVRObservable
  42350. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42351. */
  42352. readonly onExitingVR: Observable<VRExperienceHelper>;
  42353. /** Return this.onControllerMeshLoadedObservable
  42354. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42355. */
  42356. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42357. private _rayLength;
  42358. private _useCustomVRButton;
  42359. private _teleportationRequested;
  42360. private _teleportActive;
  42361. private _floorMeshName;
  42362. private _floorMeshesCollection;
  42363. private _rotationAllowed;
  42364. private _teleportBackwardsVector;
  42365. private _teleportationTarget;
  42366. private _isDefaultTeleportationTarget;
  42367. private _postProcessMove;
  42368. private _teleportationFillColor;
  42369. private _teleportationBorderColor;
  42370. private _rotationAngle;
  42371. private _haloCenter;
  42372. private _cameraGazer;
  42373. private _padSensibilityUp;
  42374. private _padSensibilityDown;
  42375. private _leftController;
  42376. private _rightController;
  42377. /**
  42378. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42379. */
  42380. onNewMeshSelected: Observable<AbstractMesh>;
  42381. /**
  42382. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42383. * This observable will provide the mesh and the controller used to select the mesh
  42384. */
  42385. onMeshSelectedWithController: Observable<{
  42386. mesh: AbstractMesh;
  42387. controller: WebVRController;
  42388. }>;
  42389. /**
  42390. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42391. */
  42392. onNewMeshPicked: Observable<PickingInfo>;
  42393. private _circleEase;
  42394. /**
  42395. * Observable raised before camera teleportation
  42396. */
  42397. onBeforeCameraTeleport: Observable<Vector3>;
  42398. /**
  42399. * Observable raised after camera teleportation
  42400. */
  42401. onAfterCameraTeleport: Observable<Vector3>;
  42402. /**
  42403. * Observable raised when current selected mesh gets unselected
  42404. */
  42405. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42406. private _raySelectionPredicate;
  42407. /**
  42408. * To be optionaly changed by user to define custom ray selection
  42409. */
  42410. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42411. /**
  42412. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42413. */
  42414. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42415. /**
  42416. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42417. */
  42418. teleportationEnabled: boolean;
  42419. private _defaultHeight;
  42420. private _teleportationInitialized;
  42421. private _interactionsEnabled;
  42422. private _interactionsRequested;
  42423. private _displayGaze;
  42424. private _displayLaserPointer;
  42425. /**
  42426. * The mesh used to display where the user is going to teleport.
  42427. */
  42428. /**
  42429. * Sets the mesh to be used to display where the user is going to teleport.
  42430. */
  42431. teleportationTarget: Mesh;
  42432. /**
  42433. * 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
  42434. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42435. * See http://doc.babylonjs.com/resources/baking_transformations
  42436. */
  42437. gazeTrackerMesh: Mesh;
  42438. /**
  42439. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42440. */
  42441. updateGazeTrackerScale: boolean;
  42442. /**
  42443. * If the gaze trackers color should be updated when selecting meshes
  42444. */
  42445. updateGazeTrackerColor: boolean;
  42446. /**
  42447. * If the controller laser color should be updated when selecting meshes
  42448. */
  42449. updateControllerLaserColor: boolean;
  42450. /**
  42451. * The gaze tracking mesh corresponding to the left controller
  42452. */
  42453. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42454. /**
  42455. * The gaze tracking mesh corresponding to the right controller
  42456. */
  42457. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42458. /**
  42459. * If the ray of the gaze should be displayed.
  42460. */
  42461. /**
  42462. * Sets if the ray of the gaze should be displayed.
  42463. */
  42464. displayGaze: boolean;
  42465. /**
  42466. * If the ray of the LaserPointer should be displayed.
  42467. */
  42468. /**
  42469. * Sets if the ray of the LaserPointer should be displayed.
  42470. */
  42471. displayLaserPointer: boolean;
  42472. /**
  42473. * The deviceOrientationCamera used as the camera when not in VR.
  42474. */
  42475. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42476. /**
  42477. * Based on the current WebVR support, returns the current VR camera used.
  42478. */
  42479. readonly currentVRCamera: Nullable<Camera>;
  42480. /**
  42481. * The webVRCamera which is used when in VR.
  42482. */
  42483. readonly webVRCamera: WebVRFreeCamera;
  42484. /**
  42485. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42486. */
  42487. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42488. /**
  42489. * The html button that is used to trigger entering into VR.
  42490. */
  42491. readonly vrButton: Nullable<HTMLButtonElement>;
  42492. private readonly _teleportationRequestInitiated;
  42493. /**
  42494. * Defines wether or not Pointer lock should be requested when switching to
  42495. * full screen.
  42496. */
  42497. requestPointerLockOnFullScreen: boolean;
  42498. /**
  42499. * Instantiates a VRExperienceHelper.
  42500. * Helps to quickly add VR support to an existing scene.
  42501. * @param scene The scene the VRExperienceHelper belongs to.
  42502. * @param webVROptions Options to modify the vr experience helper's behavior.
  42503. */
  42504. constructor(scene: Scene,
  42505. /** Options to modify the vr experience helper's behavior. */
  42506. webVROptions?: VRExperienceHelperOptions);
  42507. private _onDefaultMeshLoaded;
  42508. private _onResize;
  42509. private _onFullscreenChange;
  42510. /**
  42511. * Gets a value indicating if we are currently in VR mode.
  42512. */
  42513. readonly isInVRMode: boolean;
  42514. private onVrDisplayPresentChange;
  42515. private onVRDisplayChanged;
  42516. private moveButtonToBottomRight;
  42517. private displayVRButton;
  42518. private updateButtonVisibility;
  42519. private _cachedAngularSensibility;
  42520. /**
  42521. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42522. * Otherwise, will use the fullscreen API.
  42523. */
  42524. enterVR(): void;
  42525. /**
  42526. * Attempt to exit VR, or fullscreen.
  42527. */
  42528. exitVR(): void;
  42529. /**
  42530. * The position of the vr experience helper.
  42531. */
  42532. /**
  42533. * Sets the position of the vr experience helper.
  42534. */
  42535. position: Vector3;
  42536. /**
  42537. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42538. */
  42539. enableInteractions(): void;
  42540. private readonly _noControllerIsActive;
  42541. private beforeRender;
  42542. private _isTeleportationFloor;
  42543. /**
  42544. * Adds a floor mesh to be used for teleportation.
  42545. * @param floorMesh the mesh to be used for teleportation.
  42546. */
  42547. addFloorMesh(floorMesh: Mesh): void;
  42548. /**
  42549. * Removes a floor mesh from being used for teleportation.
  42550. * @param floorMesh the mesh to be removed.
  42551. */
  42552. removeFloorMesh(floorMesh: Mesh): void;
  42553. /**
  42554. * Enables interactions and teleportation using the VR controllers and gaze.
  42555. * @param vrTeleportationOptions options to modify teleportation behavior.
  42556. */
  42557. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42558. private _onNewGamepadConnected;
  42559. private _tryEnableInteractionOnController;
  42560. private _onNewGamepadDisconnected;
  42561. private _enableInteractionOnController;
  42562. private _checkTeleportWithRay;
  42563. private _checkRotate;
  42564. private _checkTeleportBackwards;
  42565. private _enableTeleportationOnController;
  42566. private _createTeleportationCircles;
  42567. private _displayTeleportationTarget;
  42568. private _hideTeleportationTarget;
  42569. private _rotateCamera;
  42570. private _moveTeleportationSelectorTo;
  42571. private _workingVector;
  42572. private _workingQuaternion;
  42573. private _workingMatrix;
  42574. /**
  42575. * Teleports the users feet to the desired location
  42576. * @param location The location where the user's feet should be placed
  42577. */
  42578. teleportCamera(location: Vector3): void;
  42579. private _convertNormalToDirectionOfRay;
  42580. private _castRayAndSelectObject;
  42581. private _notifySelectedMeshUnselected;
  42582. /**
  42583. * Sets the color of the laser ray from the vr controllers.
  42584. * @param color new color for the ray.
  42585. */
  42586. changeLaserColor(color: Color3): void;
  42587. /**
  42588. * Sets the color of the ray from the vr headsets gaze.
  42589. * @param color new color for the ray.
  42590. */
  42591. changeGazeColor(color: Color3): void;
  42592. /**
  42593. * Exits VR and disposes of the vr experience helper
  42594. */
  42595. dispose(): void;
  42596. /**
  42597. * Gets the name of the VRExperienceHelper class
  42598. * @returns "VRExperienceHelper"
  42599. */
  42600. getClassName(): string;
  42601. }
  42602. }
  42603. declare module "babylonjs/Cameras/VR/index" {
  42604. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42605. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42606. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42607. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42608. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42609. export * from "babylonjs/Cameras/VR/webVRCamera";
  42610. }
  42611. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42612. import { Observable } from "babylonjs/Misc/observable";
  42613. import { Nullable } from "babylonjs/types";
  42614. import { IDisposable, Scene } from "babylonjs/scene";
  42615. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42616. /**
  42617. * Manages an XRSession to work with Babylon's engine
  42618. * @see https://doc.babylonjs.com/how_to/webxr
  42619. */
  42620. export class WebXRSessionManager implements IDisposable {
  42621. private scene;
  42622. /**
  42623. * Fires every time a new xrFrame arrives which can be used to update the camera
  42624. */
  42625. onXRFrameObservable: Observable<any>;
  42626. /**
  42627. * Fires when the xr session is ended either by the device or manually done
  42628. */
  42629. onXRSessionEnded: Observable<any>;
  42630. /**
  42631. * Underlying xr session
  42632. */
  42633. session: XRSession;
  42634. /**
  42635. * Type of reference space used when creating the session
  42636. */
  42637. referenceSpace: XRReferenceSpace;
  42638. /** @hidden */
  42639. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42640. /**
  42641. * Current XR frame
  42642. */
  42643. currentFrame: Nullable<XRFrame>;
  42644. private _xrNavigator;
  42645. private baseLayer;
  42646. /**
  42647. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42648. * @param scene The scene which the session should be created for
  42649. */
  42650. constructor(scene: Scene);
  42651. /**
  42652. * Initializes the manager
  42653. * After initialization enterXR can be called to start an XR session
  42654. * @returns Promise which resolves after it is initialized
  42655. */
  42656. initializeAsync(): Promise<void>;
  42657. /**
  42658. * Initializes an xr session
  42659. * @param xrSessionMode mode to initialize
  42660. * @returns a promise which will resolve once the session has been initialized
  42661. */
  42662. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42663. /**
  42664. * Sets the reference space on the xr session
  42665. * @param referenceSpace space to set
  42666. * @returns a promise that will resolve once the reference space has been set
  42667. */
  42668. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42669. /**
  42670. * Updates the render state of the session
  42671. * @param state state to set
  42672. * @returns a promise that resolves once the render state has been updated
  42673. */
  42674. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42675. /**
  42676. * Starts rendering to the xr layer
  42677. * @returns a promise that will resolve once rendering has started
  42678. */
  42679. startRenderingToXRAsync(): Promise<void>;
  42680. /**
  42681. * Stops the xrSession and restores the renderloop
  42682. * @returns Promise which resolves after it exits XR
  42683. */
  42684. exitXRAsync(): Promise<unknown>;
  42685. /**
  42686. * Checks if a session would be supported for the creation options specified
  42687. * @param sessionMode session mode to check if supported eg. immersive-vr
  42688. * @returns true if supported
  42689. */
  42690. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42691. /**
  42692. * @hidden
  42693. * Converts the render layer of xrSession to a render target
  42694. * @param session session to create render target for
  42695. * @param scene scene the new render target should be created for
  42696. */
  42697. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42698. /**
  42699. * Disposes of the session manager
  42700. */
  42701. dispose(): void;
  42702. }
  42703. }
  42704. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42705. import { Scene } from "babylonjs/scene";
  42706. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42707. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42708. /**
  42709. * WebXR Camera which holds the views for the xrSession
  42710. * @see https://doc.babylonjs.com/how_to/webxr
  42711. */
  42712. export class WebXRCamera extends FreeCamera {
  42713. private static _TmpMatrix;
  42714. /**
  42715. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42716. * @param name the name of the camera
  42717. * @param scene the scene to add the camera to
  42718. */
  42719. constructor(name: string, scene: Scene);
  42720. private _updateNumberOfRigCameras;
  42721. /** @hidden */
  42722. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42723. /**
  42724. * Updates the cameras position from the current pose information of the XR session
  42725. * @param xrSessionManager the session containing pose information
  42726. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42727. */
  42728. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42729. }
  42730. }
  42731. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42732. import { Nullable } from "babylonjs/types";
  42733. import { IDisposable } from "babylonjs/scene";
  42734. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42735. /**
  42736. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42737. */
  42738. export class WebXRManagedOutputCanvas implements IDisposable {
  42739. private helper;
  42740. private _canvas;
  42741. /**
  42742. * xrpresent context of the canvas which can be used to display/mirror xr content
  42743. */
  42744. canvasContext: WebGLRenderingContext;
  42745. /**
  42746. * xr layer for the canvas
  42747. */
  42748. xrLayer: Nullable<XRWebGLLayer>;
  42749. /**
  42750. * Initializes the xr layer for the session
  42751. * @param xrSession xr session
  42752. * @returns a promise that will resolve once the XR Layer has been created
  42753. */
  42754. initializeXRLayerAsync(xrSession: any): any;
  42755. /**
  42756. * Initializes the canvas to be added/removed upon entering/exiting xr
  42757. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42758. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42759. */
  42760. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42761. /**
  42762. * Disposes of the object
  42763. */
  42764. dispose(): void;
  42765. private _setManagedOutputCanvas;
  42766. private _addCanvas;
  42767. private _removeCanvas;
  42768. }
  42769. }
  42770. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42771. import { Observable } from "babylonjs/Misc/observable";
  42772. import { IDisposable, Scene } from "babylonjs/scene";
  42773. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42775. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42776. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42777. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42778. /**
  42779. * States of the webXR experience
  42780. */
  42781. export enum WebXRState {
  42782. /**
  42783. * Transitioning to being in XR mode
  42784. */
  42785. ENTERING_XR = 0,
  42786. /**
  42787. * Transitioning to non XR mode
  42788. */
  42789. EXITING_XR = 1,
  42790. /**
  42791. * In XR mode and presenting
  42792. */
  42793. IN_XR = 2,
  42794. /**
  42795. * Not entered XR mode
  42796. */
  42797. NOT_IN_XR = 3
  42798. }
  42799. /**
  42800. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42801. * @see https://doc.babylonjs.com/how_to/webxr
  42802. */
  42803. export class WebXRExperienceHelper implements IDisposable {
  42804. private scene;
  42805. /**
  42806. * 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
  42807. */
  42808. container: AbstractMesh;
  42809. /**
  42810. * Camera used to render xr content
  42811. */
  42812. camera: WebXRCamera;
  42813. /**
  42814. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42815. */
  42816. state: WebXRState;
  42817. private _setState;
  42818. private static _TmpVector;
  42819. /**
  42820. * Fires when the state of the experience helper has changed
  42821. */
  42822. onStateChangedObservable: Observable<WebXRState>;
  42823. /** Session manager used to keep track of xr session */
  42824. sessionManager: WebXRSessionManager;
  42825. private _nonVRCamera;
  42826. private _originalSceneAutoClear;
  42827. private _supported;
  42828. /**
  42829. * Creates the experience helper
  42830. * @param scene the scene to attach the experience helper to
  42831. * @returns a promise for the experience helper
  42832. */
  42833. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42834. /**
  42835. * Creates a WebXRExperienceHelper
  42836. * @param scene The scene the helper should be created in
  42837. */
  42838. private constructor();
  42839. /**
  42840. * Exits XR mode and returns the scene to its original state
  42841. * @returns promise that resolves after xr mode has exited
  42842. */
  42843. exitXRAsync(): Promise<unknown>;
  42844. /**
  42845. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42846. * @param sessionCreationOptions options for the XR session
  42847. * @param referenceSpaceType frame of reference of the XR session
  42848. * @param outputCanvas the output canvas that will be used to enter XR mode
  42849. * @returns promise that resolves after xr mode has entered
  42850. */
  42851. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42852. /**
  42853. * Updates the global position of the camera by moving the camera's container
  42854. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42855. * @param position The desired global position of the camera
  42856. */
  42857. setPositionOfCameraUsingContainer(position: Vector3): void;
  42858. /**
  42859. * Rotates the xr camera by rotating the camera's container around the camera's position
  42860. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42861. * @param rotation the desired quaternion rotation to apply to the camera
  42862. */
  42863. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42864. /**
  42865. * Disposes of the experience helper
  42866. */
  42867. dispose(): void;
  42868. }
  42869. }
  42870. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42871. import { Nullable } from "babylonjs/types";
  42872. import { Observable } from "babylonjs/Misc/observable";
  42873. import { IDisposable, Scene } from "babylonjs/scene";
  42874. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42875. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42876. /**
  42877. * Button which can be used to enter a different mode of XR
  42878. */
  42879. export class WebXREnterExitUIButton {
  42880. /** button element */
  42881. element: HTMLElement;
  42882. /** XR initialization options for the button */
  42883. sessionMode: XRSessionMode;
  42884. /** Reference space type */
  42885. referenceSpaceType: XRReferenceSpaceType;
  42886. /**
  42887. * Creates a WebXREnterExitUIButton
  42888. * @param element button element
  42889. * @param sessionMode XR initialization session mode
  42890. * @param referenceSpaceType the type of reference space to be used
  42891. */
  42892. constructor(
  42893. /** button element */
  42894. element: HTMLElement,
  42895. /** XR initialization options for the button */
  42896. sessionMode: XRSessionMode,
  42897. /** Reference space type */
  42898. referenceSpaceType: XRReferenceSpaceType);
  42899. /**
  42900. * Overwritable function which can be used to update the button's visuals when the state changes
  42901. * @param activeButton the current active button in the UI
  42902. */
  42903. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42904. }
  42905. /**
  42906. * Options to create the webXR UI
  42907. */
  42908. export class WebXREnterExitUIOptions {
  42909. /**
  42910. * Context to enter xr with
  42911. */
  42912. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42913. /**
  42914. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42915. */
  42916. customButtons?: Array<WebXREnterExitUIButton>;
  42917. }
  42918. /**
  42919. * UI to allow the user to enter/exit XR mode
  42920. */
  42921. export class WebXREnterExitUI implements IDisposable {
  42922. private scene;
  42923. private _overlay;
  42924. private _buttons;
  42925. private _activeButton;
  42926. /**
  42927. * Fired every time the active button is changed.
  42928. *
  42929. * When xr is entered via a button that launches xr that button will be the callback parameter
  42930. *
  42931. * When exiting xr the callback parameter will be null)
  42932. */
  42933. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42934. /**
  42935. * Creates UI to allow the user to enter/exit XR mode
  42936. * @param scene the scene to add the ui to
  42937. * @param helper the xr experience helper to enter/exit xr with
  42938. * @param options options to configure the UI
  42939. * @returns the created ui
  42940. */
  42941. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42942. private constructor();
  42943. private _updateButtons;
  42944. /**
  42945. * Disposes of the object
  42946. */
  42947. dispose(): void;
  42948. }
  42949. }
  42950. declare module "babylonjs/Cameras/XR/webXRController" {
  42951. import { Nullable } from "babylonjs/types";
  42952. import { Observable } from "babylonjs/Misc/observable";
  42953. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42954. import { Ray } from "babylonjs/Culling/ray";
  42955. import { Scene } from "babylonjs/scene";
  42956. /**
  42957. * Represents an XR input
  42958. */
  42959. export class WebXRController {
  42960. private scene;
  42961. /** The underlying input source for the controller */
  42962. inputSource: XRInputSource;
  42963. private parentContainer;
  42964. /**
  42965. * 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
  42966. */
  42967. grip?: AbstractMesh;
  42968. /**
  42969. * Pointer which can be used to select objects or attach a visible laser to
  42970. */
  42971. pointer: AbstractMesh;
  42972. /**
  42973. * Event that fires when the controller is removed/disposed
  42974. */
  42975. onDisposeObservable: Observable<{}>;
  42976. private _tmpMatrix;
  42977. private _tmpQuaternion;
  42978. private _tmpVector;
  42979. /**
  42980. * Creates the controller
  42981. * @see https://doc.babylonjs.com/how_to/webxr
  42982. * @param scene the scene which the controller should be associated to
  42983. * @param inputSource the underlying input source for the controller
  42984. * @param parentContainer parent that the controller meshes should be children of
  42985. */
  42986. constructor(scene: Scene,
  42987. /** The underlying input source for the controller */
  42988. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42989. /**
  42990. * Updates the controller pose based on the given XRFrame
  42991. * @param xrFrame xr frame to update the pose with
  42992. * @param referenceSpace reference space to use
  42993. */
  42994. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42995. /**
  42996. * Gets a world space ray coming from the controller
  42997. * @param result the resulting ray
  42998. */
  42999. getWorldPointerRayToRef(result: Ray): void;
  43000. /**
  43001. * Disposes of the object
  43002. */
  43003. dispose(): void;
  43004. }
  43005. }
  43006. declare module "babylonjs/Cameras/XR/webXRInput" {
  43007. import { Observable } from "babylonjs/Misc/observable";
  43008. import { IDisposable } from "babylonjs/scene";
  43009. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43010. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43011. /**
  43012. * XR input used to track XR inputs such as controllers/rays
  43013. */
  43014. export class WebXRInput implements IDisposable {
  43015. /**
  43016. * Base experience the input listens to
  43017. */
  43018. baseExperience: WebXRExperienceHelper;
  43019. /**
  43020. * XR controllers being tracked
  43021. */
  43022. controllers: Array<WebXRController>;
  43023. private _frameObserver;
  43024. private _stateObserver;
  43025. /**
  43026. * Event when a controller has been connected/added
  43027. */
  43028. onControllerAddedObservable: Observable<WebXRController>;
  43029. /**
  43030. * Event when a controller has been removed/disconnected
  43031. */
  43032. onControllerRemovedObservable: Observable<WebXRController>;
  43033. /**
  43034. * Initializes the WebXRInput
  43035. * @param baseExperience experience helper which the input should be created for
  43036. */
  43037. constructor(
  43038. /**
  43039. * Base experience the input listens to
  43040. */
  43041. baseExperience: WebXRExperienceHelper);
  43042. private _onInputSourcesChange;
  43043. private _addAndRemoveControllers;
  43044. /**
  43045. * Disposes of the object
  43046. */
  43047. dispose(): void;
  43048. }
  43049. }
  43050. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43051. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43052. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43053. /**
  43054. * Enables teleportation
  43055. */
  43056. export class WebXRControllerTeleportation {
  43057. private _teleportationFillColor;
  43058. private _teleportationBorderColor;
  43059. private _tmpRay;
  43060. private _tmpVector;
  43061. /**
  43062. * Creates a WebXRControllerTeleportation
  43063. * @param input input manager to add teleportation to
  43064. * @param floorMeshes floormeshes which can be teleported to
  43065. */
  43066. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43067. }
  43068. }
  43069. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43070. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43071. /**
  43072. * Handles pointer input automatically for the pointer of XR controllers
  43073. */
  43074. export class WebXRControllerPointerSelection {
  43075. private static _idCounter;
  43076. private _tmpRay;
  43077. /**
  43078. * Creates a WebXRControllerPointerSelection
  43079. * @param input input manager to setup pointer selection
  43080. */
  43081. constructor(input: WebXRInput);
  43082. private _convertNormalToDirectionOfRay;
  43083. private _updatePointerDistance;
  43084. }
  43085. }
  43086. declare module "babylonjs/Loading/sceneLoader" {
  43087. import { Observable } from "babylonjs/Misc/observable";
  43088. import { Nullable } from "babylonjs/types";
  43089. import { Scene } from "babylonjs/scene";
  43090. import { Engine } from "babylonjs/Engines/engine";
  43091. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43092. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43093. import { AssetContainer } from "babylonjs/assetContainer";
  43094. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43095. import { Skeleton } from "babylonjs/Bones/skeleton";
  43096. /**
  43097. * Class used to represent data loading progression
  43098. */
  43099. export class SceneLoaderProgressEvent {
  43100. /** defines if data length to load can be evaluated */
  43101. readonly lengthComputable: boolean;
  43102. /** defines the loaded data length */
  43103. readonly loaded: number;
  43104. /** defines the data length to load */
  43105. readonly total: number;
  43106. /**
  43107. * Create a new progress event
  43108. * @param lengthComputable defines if data length to load can be evaluated
  43109. * @param loaded defines the loaded data length
  43110. * @param total defines the data length to load
  43111. */
  43112. constructor(
  43113. /** defines if data length to load can be evaluated */
  43114. lengthComputable: boolean,
  43115. /** defines the loaded data length */
  43116. loaded: number,
  43117. /** defines the data length to load */
  43118. total: number);
  43119. /**
  43120. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43121. * @param event defines the source event
  43122. * @returns a new SceneLoaderProgressEvent
  43123. */
  43124. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43125. }
  43126. /**
  43127. * Interface used by SceneLoader plugins to define supported file extensions
  43128. */
  43129. export interface ISceneLoaderPluginExtensions {
  43130. /**
  43131. * Defines the list of supported extensions
  43132. */
  43133. [extension: string]: {
  43134. isBinary: boolean;
  43135. };
  43136. }
  43137. /**
  43138. * Interface used by SceneLoader plugin factory
  43139. */
  43140. export interface ISceneLoaderPluginFactory {
  43141. /**
  43142. * Defines the name of the factory
  43143. */
  43144. name: string;
  43145. /**
  43146. * Function called to create a new plugin
  43147. * @return the new plugin
  43148. */
  43149. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43150. /**
  43151. * Boolean indicating if the plugin can direct load specific data
  43152. */
  43153. canDirectLoad?: (data: string) => boolean;
  43154. }
  43155. /**
  43156. * Interface used to define a SceneLoader plugin
  43157. */
  43158. export interface ISceneLoaderPlugin {
  43159. /**
  43160. * The friendly name of this plugin.
  43161. */
  43162. name: string;
  43163. /**
  43164. * The file extensions supported by this plugin.
  43165. */
  43166. extensions: string | ISceneLoaderPluginExtensions;
  43167. /**
  43168. * Import meshes into a scene.
  43169. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43170. * @param scene The scene to import into
  43171. * @param data The data to import
  43172. * @param rootUrl The root url for scene and resources
  43173. * @param meshes The meshes array to import into
  43174. * @param particleSystems The particle systems array to import into
  43175. * @param skeletons The skeletons array to import into
  43176. * @param onError The callback when import fails
  43177. * @returns True if successful or false otherwise
  43178. */
  43179. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43180. /**
  43181. * Load into a scene.
  43182. * @param scene The scene to load into
  43183. * @param data The data to import
  43184. * @param rootUrl The root url for scene and resources
  43185. * @param onError The callback when import fails
  43186. * @returns true if successful or false otherwise
  43187. */
  43188. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43189. /**
  43190. * The callback that returns true if the data can be directly loaded.
  43191. */
  43192. canDirectLoad?: (data: string) => boolean;
  43193. /**
  43194. * The callback that allows custom handling of the root url based on the response url.
  43195. */
  43196. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43197. /**
  43198. * Load into an asset container.
  43199. * @param scene The scene to load into
  43200. * @param data The data to import
  43201. * @param rootUrl The root url for scene and resources
  43202. * @param onError The callback when import fails
  43203. * @returns The loaded asset container
  43204. */
  43205. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43206. }
  43207. /**
  43208. * Interface used to define an async SceneLoader plugin
  43209. */
  43210. export interface ISceneLoaderPluginAsync {
  43211. /**
  43212. * The friendly name of this plugin.
  43213. */
  43214. name: string;
  43215. /**
  43216. * The file extensions supported by this plugin.
  43217. */
  43218. extensions: string | ISceneLoaderPluginExtensions;
  43219. /**
  43220. * Import meshes into a scene.
  43221. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43222. * @param scene The scene to import into
  43223. * @param data The data to import
  43224. * @param rootUrl The root url for scene and resources
  43225. * @param onProgress The callback when the load progresses
  43226. * @param fileName Defines the name of the file to load
  43227. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43228. */
  43229. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43230. meshes: AbstractMesh[];
  43231. particleSystems: IParticleSystem[];
  43232. skeletons: Skeleton[];
  43233. animationGroups: AnimationGroup[];
  43234. }>;
  43235. /**
  43236. * Load into a scene.
  43237. * @param scene The scene to load into
  43238. * @param data The data to import
  43239. * @param rootUrl The root url for scene and resources
  43240. * @param onProgress The callback when the load progresses
  43241. * @param fileName Defines the name of the file to load
  43242. * @returns Nothing
  43243. */
  43244. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43245. /**
  43246. * The callback that returns true if the data can be directly loaded.
  43247. */
  43248. canDirectLoad?: (data: string) => boolean;
  43249. /**
  43250. * The callback that allows custom handling of the root url based on the response url.
  43251. */
  43252. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43253. /**
  43254. * Load into an asset container.
  43255. * @param scene The scene to load into
  43256. * @param data The data to import
  43257. * @param rootUrl The root url for scene and resources
  43258. * @param onProgress The callback when the load progresses
  43259. * @param fileName Defines the name of the file to load
  43260. * @returns The loaded asset container
  43261. */
  43262. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43263. }
  43264. /**
  43265. * Class used to load scene from various file formats using registered plugins
  43266. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43267. */
  43268. export class SceneLoader {
  43269. /**
  43270. * No logging while loading
  43271. */
  43272. static readonly NO_LOGGING: number;
  43273. /**
  43274. * Minimal logging while loading
  43275. */
  43276. static readonly MINIMAL_LOGGING: number;
  43277. /**
  43278. * Summary logging while loading
  43279. */
  43280. static readonly SUMMARY_LOGGING: number;
  43281. /**
  43282. * Detailled logging while loading
  43283. */
  43284. static readonly DETAILED_LOGGING: number;
  43285. /**
  43286. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43287. */
  43288. static ForceFullSceneLoadingForIncremental: boolean;
  43289. /**
  43290. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43291. */
  43292. static ShowLoadingScreen: boolean;
  43293. /**
  43294. * Defines the current logging level (while loading the scene)
  43295. * @ignorenaming
  43296. */
  43297. static loggingLevel: number;
  43298. /**
  43299. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43300. */
  43301. static CleanBoneMatrixWeights: boolean;
  43302. /**
  43303. * Event raised when a plugin is used to load a scene
  43304. */
  43305. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43306. private static _registeredPlugins;
  43307. private static _getDefaultPlugin;
  43308. private static _getPluginForExtension;
  43309. private static _getPluginForDirectLoad;
  43310. private static _getPluginForFilename;
  43311. private static _getDirectLoad;
  43312. private static _loadData;
  43313. private static _getFileInfo;
  43314. /**
  43315. * Gets a plugin that can load the given extension
  43316. * @param extension defines the extension to load
  43317. * @returns a plugin or null if none works
  43318. */
  43319. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43320. /**
  43321. * Gets a boolean indicating that the given extension can be loaded
  43322. * @param extension defines the extension to load
  43323. * @returns true if the extension is supported
  43324. */
  43325. static IsPluginForExtensionAvailable(extension: string): boolean;
  43326. /**
  43327. * Adds a new plugin to the list of registered plugins
  43328. * @param plugin defines the plugin to add
  43329. */
  43330. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43331. /**
  43332. * Import meshes into a scene
  43333. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43334. * @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)
  43335. * @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)
  43336. * @param scene the instance of BABYLON.Scene to append to
  43337. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43338. * @param onProgress a callback with a progress event for each file being loaded
  43339. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43340. * @param pluginExtension the extension used to determine the plugin
  43341. * @returns The loaded plugin
  43342. */
  43343. 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>;
  43344. /**
  43345. * Import meshes into a scene
  43346. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43347. * @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)
  43348. * @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)
  43349. * @param scene the instance of BABYLON.Scene to append to
  43350. * @param onProgress a callback with a progress event for each file being loaded
  43351. * @param pluginExtension the extension used to determine the plugin
  43352. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43353. */
  43354. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43355. meshes: AbstractMesh[];
  43356. particleSystems: IParticleSystem[];
  43357. skeletons: Skeleton[];
  43358. animationGroups: AnimationGroup[];
  43359. }>;
  43360. /**
  43361. * Load a scene
  43362. * @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)
  43363. * @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)
  43364. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43365. * @param onSuccess a callback with the scene when import succeeds
  43366. * @param onProgress a callback with a progress event for each file being loaded
  43367. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43368. * @param pluginExtension the extension used to determine the plugin
  43369. * @returns The loaded plugin
  43370. */
  43371. 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>;
  43372. /**
  43373. * Load a scene
  43374. * @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)
  43375. * @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)
  43376. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43377. * @param onProgress a callback with a progress event for each file being loaded
  43378. * @param pluginExtension the extension used to determine the plugin
  43379. * @returns The loaded scene
  43380. */
  43381. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43382. /**
  43383. * Append a scene
  43384. * @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)
  43385. * @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)
  43386. * @param scene is the instance of BABYLON.Scene to append to
  43387. * @param onSuccess a callback with the scene when import succeeds
  43388. * @param onProgress a callback with a progress event for each file being loaded
  43389. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43390. * @param pluginExtension the extension used to determine the plugin
  43391. * @returns The loaded plugin
  43392. */
  43393. 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>;
  43394. /**
  43395. * Append a scene
  43396. * @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)
  43397. * @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)
  43398. * @param scene is the instance of BABYLON.Scene to append to
  43399. * @param onProgress a callback with a progress event for each file being loaded
  43400. * @param pluginExtension the extension used to determine the plugin
  43401. * @returns The given scene
  43402. */
  43403. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43404. /**
  43405. * Load a scene into an asset container
  43406. * @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)
  43407. * @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)
  43408. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43409. * @param onSuccess a callback with the scene when import succeeds
  43410. * @param onProgress a callback with a progress event for each file being loaded
  43411. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43412. * @param pluginExtension the extension used to determine the plugin
  43413. * @returns The loaded plugin
  43414. */
  43415. 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>;
  43416. /**
  43417. * Load a scene into an asset container
  43418. * @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)
  43419. * @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)
  43420. * @param scene is the instance of Scene to append to
  43421. * @param onProgress a callback with a progress event for each file being loaded
  43422. * @param pluginExtension the extension used to determine the plugin
  43423. * @returns The loaded asset container
  43424. */
  43425. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43426. }
  43427. }
  43428. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43429. import { Scene } from "babylonjs/scene";
  43430. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43431. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43432. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43433. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43434. /**
  43435. * Generic Controller
  43436. */
  43437. export class GenericController extends WebVRController {
  43438. /**
  43439. * Base Url for the controller model.
  43440. */
  43441. static readonly MODEL_BASE_URL: string;
  43442. /**
  43443. * File name for the controller model.
  43444. */
  43445. static readonly MODEL_FILENAME: string;
  43446. /**
  43447. * Creates a new GenericController from a gamepad
  43448. * @param vrGamepad the gamepad that the controller should be created from
  43449. */
  43450. constructor(vrGamepad: any);
  43451. /**
  43452. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43453. * @param scene scene in which to add meshes
  43454. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43455. */
  43456. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43457. /**
  43458. * Called once for each button that changed state since the last frame
  43459. * @param buttonIdx Which button index changed
  43460. * @param state New state of the button
  43461. * @param changes Which properties on the state changed since last frame
  43462. */
  43463. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43464. }
  43465. }
  43466. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43467. import { Observable } from "babylonjs/Misc/observable";
  43468. import { Scene } from "babylonjs/scene";
  43469. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43470. import { Ray } from "babylonjs/Culling/ray";
  43471. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43472. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43473. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43474. /**
  43475. * Defines the WindowsMotionController object that the state of the windows motion controller
  43476. */
  43477. export class WindowsMotionController extends WebVRController {
  43478. /**
  43479. * The base url used to load the left and right controller models
  43480. */
  43481. static MODEL_BASE_URL: string;
  43482. /**
  43483. * The name of the left controller model file
  43484. */
  43485. static MODEL_LEFT_FILENAME: string;
  43486. /**
  43487. * The name of the right controller model file
  43488. */
  43489. static MODEL_RIGHT_FILENAME: string;
  43490. /**
  43491. * The controller name prefix for this controller type
  43492. */
  43493. static readonly GAMEPAD_ID_PREFIX: string;
  43494. /**
  43495. * The controller id pattern for this controller type
  43496. */
  43497. private static readonly GAMEPAD_ID_PATTERN;
  43498. private _loadedMeshInfo;
  43499. private readonly _mapping;
  43500. /**
  43501. * Fired when the trackpad on this controller is clicked
  43502. */
  43503. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43504. /**
  43505. * Fired when the trackpad on this controller is modified
  43506. */
  43507. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43508. /**
  43509. * The current x and y values of this controller's trackpad
  43510. */
  43511. trackpad: StickValues;
  43512. /**
  43513. * Creates a new WindowsMotionController from a gamepad
  43514. * @param vrGamepad the gamepad that the controller should be created from
  43515. */
  43516. constructor(vrGamepad: any);
  43517. /**
  43518. * Fired when the trigger on this controller is modified
  43519. */
  43520. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43521. /**
  43522. * Fired when the menu button on this controller is modified
  43523. */
  43524. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the grip button on this controller is modified
  43527. */
  43528. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the thumbstick button on this controller is modified
  43531. */
  43532. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43533. /**
  43534. * Fired when the touchpad button on this controller is modified
  43535. */
  43536. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43537. /**
  43538. * Fired when the touchpad values on this controller are modified
  43539. */
  43540. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43541. private _updateTrackpad;
  43542. /**
  43543. * Called once per frame by the engine.
  43544. */
  43545. update(): void;
  43546. /**
  43547. * Called once for each button that changed state since the last frame
  43548. * @param buttonIdx Which button index changed
  43549. * @param state New state of the button
  43550. * @param changes Which properties on the state changed since last frame
  43551. */
  43552. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43553. /**
  43554. * Moves the buttons on the controller mesh based on their current state
  43555. * @param buttonName the name of the button to move
  43556. * @param buttonValue the value of the button which determines the buttons new position
  43557. */
  43558. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43559. /**
  43560. * Moves the axis on the controller mesh based on its current state
  43561. * @param axis the index of the axis
  43562. * @param axisValue the value of the axis which determines the meshes new position
  43563. * @hidden
  43564. */
  43565. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43566. /**
  43567. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43568. * @param scene scene in which to add meshes
  43569. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43570. */
  43571. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43572. /**
  43573. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43574. * can be transformed by button presses and axes values, based on this._mapping.
  43575. *
  43576. * @param scene scene in which the meshes exist
  43577. * @param meshes list of meshes that make up the controller model to process
  43578. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43579. */
  43580. private processModel;
  43581. private createMeshInfo;
  43582. /**
  43583. * Gets the ray of the controller in the direction the controller is pointing
  43584. * @param length the length the resulting ray should be
  43585. * @returns a ray in the direction the controller is pointing
  43586. */
  43587. getForwardRay(length?: number): Ray;
  43588. /**
  43589. * Disposes of the controller
  43590. */
  43591. dispose(): void;
  43592. }
  43593. }
  43594. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43595. import { Observable } from "babylonjs/Misc/observable";
  43596. import { Scene } from "babylonjs/scene";
  43597. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43598. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43599. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43600. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43601. /**
  43602. * Oculus Touch Controller
  43603. */
  43604. export class OculusTouchController extends WebVRController {
  43605. /**
  43606. * Base Url for the controller model.
  43607. */
  43608. static MODEL_BASE_URL: string;
  43609. /**
  43610. * File name for the left controller model.
  43611. */
  43612. static MODEL_LEFT_FILENAME: string;
  43613. /**
  43614. * File name for the right controller model.
  43615. */
  43616. static MODEL_RIGHT_FILENAME: string;
  43617. /**
  43618. * Base Url for the Quest controller model.
  43619. */
  43620. static QUEST_MODEL_BASE_URL: string;
  43621. /**
  43622. * @hidden
  43623. * If the controllers are running on a device that needs the updated Quest controller models
  43624. */
  43625. static _IsQuest: boolean;
  43626. /**
  43627. * Fired when the secondary trigger on this controller is modified
  43628. */
  43629. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43630. /**
  43631. * Fired when the thumb rest on this controller is modified
  43632. */
  43633. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43634. /**
  43635. * Creates a new OculusTouchController from a gamepad
  43636. * @param vrGamepad the gamepad that the controller should be created from
  43637. */
  43638. constructor(vrGamepad: any);
  43639. /**
  43640. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43641. * @param scene scene in which to add meshes
  43642. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43643. */
  43644. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43645. /**
  43646. * Fired when the A button on this controller is modified
  43647. */
  43648. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43649. /**
  43650. * Fired when the B button on this controller is modified
  43651. */
  43652. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Fired when the X button on this controller is modified
  43655. */
  43656. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43657. /**
  43658. * Fired when the Y button on this controller is modified
  43659. */
  43660. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43661. /**
  43662. * Called once for each button that changed state since the last frame
  43663. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43664. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43665. * 2) secondary trigger (same)
  43666. * 3) A (right) X (left), touch, pressed = value
  43667. * 4) B / Y
  43668. * 5) thumb rest
  43669. * @param buttonIdx Which button index changed
  43670. * @param state New state of the button
  43671. * @param changes Which properties on the state changed since last frame
  43672. */
  43673. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43674. }
  43675. }
  43676. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43677. import { Scene } from "babylonjs/scene";
  43678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43679. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43680. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43681. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43682. import { Observable } from "babylonjs/Misc/observable";
  43683. /**
  43684. * Vive Controller
  43685. */
  43686. export class ViveController extends WebVRController {
  43687. /**
  43688. * Base Url for the controller model.
  43689. */
  43690. static MODEL_BASE_URL: string;
  43691. /**
  43692. * File name for the controller model.
  43693. */
  43694. static MODEL_FILENAME: string;
  43695. /**
  43696. * Creates a new ViveController from a gamepad
  43697. * @param vrGamepad the gamepad that the controller should be created from
  43698. */
  43699. constructor(vrGamepad: any);
  43700. /**
  43701. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43702. * @param scene scene in which to add meshes
  43703. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43704. */
  43705. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43706. /**
  43707. * Fired when the left button on this controller is modified
  43708. */
  43709. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43710. /**
  43711. * Fired when the right button on this controller is modified
  43712. */
  43713. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43714. /**
  43715. * Fired when the menu button on this controller is modified
  43716. */
  43717. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43718. /**
  43719. * Called once for each button that changed state since the last frame
  43720. * Vive mapping:
  43721. * 0: touchpad
  43722. * 1: trigger
  43723. * 2: left AND right buttons
  43724. * 3: menu button
  43725. * @param buttonIdx Which button index changed
  43726. * @param state New state of the button
  43727. * @param changes Which properties on the state changed since last frame
  43728. */
  43729. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43730. }
  43731. }
  43732. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43733. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43734. /**
  43735. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43736. */
  43737. export class WebXRControllerModelLoader {
  43738. /**
  43739. * Creates the WebXRControllerModelLoader
  43740. * @param input xr input that creates the controllers
  43741. */
  43742. constructor(input: WebXRInput);
  43743. }
  43744. }
  43745. declare module "babylonjs/Cameras/XR/index" {
  43746. export * from "babylonjs/Cameras/XR/webXRCamera";
  43747. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43748. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43749. export * from "babylonjs/Cameras/XR/webXRInput";
  43750. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43751. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43752. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43753. export * from "babylonjs/Cameras/XR/webXRController";
  43754. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43755. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43756. }
  43757. declare module "babylonjs/Cameras/RigModes/index" {
  43758. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43759. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43760. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43761. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43762. }
  43763. declare module "babylonjs/Cameras/index" {
  43764. export * from "babylonjs/Cameras/Inputs/index";
  43765. export * from "babylonjs/Cameras/cameraInputsManager";
  43766. export * from "babylonjs/Cameras/camera";
  43767. export * from "babylonjs/Cameras/targetCamera";
  43768. export * from "babylonjs/Cameras/freeCamera";
  43769. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43770. export * from "babylonjs/Cameras/touchCamera";
  43771. export * from "babylonjs/Cameras/arcRotateCamera";
  43772. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43773. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43774. export * from "babylonjs/Cameras/flyCamera";
  43775. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43776. export * from "babylonjs/Cameras/followCamera";
  43777. export * from "babylonjs/Cameras/followCameraInputsManager";
  43778. export * from "babylonjs/Cameras/gamepadCamera";
  43779. export * from "babylonjs/Cameras/Stereoscopic/index";
  43780. export * from "babylonjs/Cameras/universalCamera";
  43781. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43782. export * from "babylonjs/Cameras/VR/index";
  43783. export * from "babylonjs/Cameras/XR/index";
  43784. export * from "babylonjs/Cameras/RigModes/index";
  43785. }
  43786. declare module "babylonjs/Collisions/index" {
  43787. export * from "babylonjs/Collisions/collider";
  43788. export * from "babylonjs/Collisions/collisionCoordinator";
  43789. export * from "babylonjs/Collisions/pickingInfo";
  43790. export * from "babylonjs/Collisions/intersectionInfo";
  43791. export * from "babylonjs/Collisions/meshCollisionData";
  43792. }
  43793. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43794. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43795. import { Vector3 } from "babylonjs/Maths/math.vector";
  43796. import { Ray } from "babylonjs/Culling/ray";
  43797. import { Plane } from "babylonjs/Maths/math.plane";
  43798. /**
  43799. * Contains an array of blocks representing the octree
  43800. */
  43801. export interface IOctreeContainer<T> {
  43802. /**
  43803. * Blocks within the octree
  43804. */
  43805. blocks: Array<OctreeBlock<T>>;
  43806. }
  43807. /**
  43808. * Class used to store a cell in an octree
  43809. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43810. */
  43811. export class OctreeBlock<T> {
  43812. /**
  43813. * Gets the content of the current block
  43814. */
  43815. entries: T[];
  43816. /**
  43817. * Gets the list of block children
  43818. */
  43819. blocks: Array<OctreeBlock<T>>;
  43820. private _depth;
  43821. private _maxDepth;
  43822. private _capacity;
  43823. private _minPoint;
  43824. private _maxPoint;
  43825. private _boundingVectors;
  43826. private _creationFunc;
  43827. /**
  43828. * Creates a new block
  43829. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43830. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43831. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43832. * @param depth defines the current depth of this block in the octree
  43833. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43834. * @param creationFunc defines a callback to call when an element is added to the block
  43835. */
  43836. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43837. /**
  43838. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43839. */
  43840. readonly capacity: number;
  43841. /**
  43842. * Gets the minimum vector (in world space) of the block's bounding box
  43843. */
  43844. readonly minPoint: Vector3;
  43845. /**
  43846. * Gets the maximum vector (in world space) of the block's bounding box
  43847. */
  43848. readonly maxPoint: Vector3;
  43849. /**
  43850. * Add a new element to this block
  43851. * @param entry defines the element to add
  43852. */
  43853. addEntry(entry: T): void;
  43854. /**
  43855. * Remove an element from this block
  43856. * @param entry defines the element to remove
  43857. */
  43858. removeEntry(entry: T): void;
  43859. /**
  43860. * Add an array of elements to this block
  43861. * @param entries defines the array of elements to add
  43862. */
  43863. addEntries(entries: T[]): void;
  43864. /**
  43865. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43866. * @param frustumPlanes defines the frustum planes to test
  43867. * @param selection defines the array to store current content if selection is positive
  43868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43869. */
  43870. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43871. /**
  43872. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43873. * @param sphereCenter defines the bounding sphere center
  43874. * @param sphereRadius defines the bounding sphere radius
  43875. * @param selection defines the array to store current content if selection is positive
  43876. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43877. */
  43878. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43879. /**
  43880. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43881. * @param ray defines the ray to test with
  43882. * @param selection defines the array to store current content if selection is positive
  43883. */
  43884. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43885. /**
  43886. * Subdivide the content into child blocks (this block will then be empty)
  43887. */
  43888. createInnerBlocks(): void;
  43889. /**
  43890. * @hidden
  43891. */
  43892. 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;
  43893. }
  43894. }
  43895. declare module "babylonjs/Culling/Octrees/octree" {
  43896. import { SmartArray } from "babylonjs/Misc/smartArray";
  43897. import { Vector3 } from "babylonjs/Maths/math.vector";
  43898. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43899. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43900. import { Ray } from "babylonjs/Culling/ray";
  43901. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43902. import { Plane } from "babylonjs/Maths/math.plane";
  43903. /**
  43904. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43905. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43906. */
  43907. export class Octree<T> {
  43908. /** 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.) */
  43909. maxDepth: number;
  43910. /**
  43911. * Blocks within the octree containing objects
  43912. */
  43913. blocks: Array<OctreeBlock<T>>;
  43914. /**
  43915. * Content stored in the octree
  43916. */
  43917. dynamicContent: T[];
  43918. private _maxBlockCapacity;
  43919. private _selectionContent;
  43920. private _creationFunc;
  43921. /**
  43922. * Creates a octree
  43923. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43924. * @param creationFunc function to be used to instatiate the octree
  43925. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43926. * @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.)
  43927. */
  43928. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43929. /** 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.) */
  43930. maxDepth?: number);
  43931. /**
  43932. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43933. * @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);
  43934. * @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);
  43935. * @param entries meshes to be added to the octree blocks
  43936. */
  43937. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43938. /**
  43939. * Adds a mesh to the octree
  43940. * @param entry Mesh to add to the octree
  43941. */
  43942. addMesh(entry: T): void;
  43943. /**
  43944. * Remove an element from the octree
  43945. * @param entry defines the element to remove
  43946. */
  43947. removeMesh(entry: T): void;
  43948. /**
  43949. * Selects an array of meshes within the frustum
  43950. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43951. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43952. * @returns array of meshes within the frustum
  43953. */
  43954. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43955. /**
  43956. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43957. * @param sphereCenter defines the bounding sphere center
  43958. * @param sphereRadius defines the bounding sphere radius
  43959. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43960. * @returns an array of objects that intersect the sphere
  43961. */
  43962. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43963. /**
  43964. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43965. * @param ray defines the ray to test with
  43966. * @returns array of intersected objects
  43967. */
  43968. intersectsRay(ray: Ray): SmartArray<T>;
  43969. /**
  43970. * Adds a mesh into the octree block if it intersects the block
  43971. */
  43972. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43973. /**
  43974. * Adds a submesh into the octree block if it intersects the block
  43975. */
  43976. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43977. }
  43978. }
  43979. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43980. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43981. import { Scene } from "babylonjs/scene";
  43982. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43984. import { Ray } from "babylonjs/Culling/ray";
  43985. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43986. import { Collider } from "babylonjs/Collisions/collider";
  43987. module "babylonjs/scene" {
  43988. interface Scene {
  43989. /**
  43990. * @hidden
  43991. * Backing Filed
  43992. */
  43993. _selectionOctree: Octree<AbstractMesh>;
  43994. /**
  43995. * Gets the octree used to boost mesh selection (picking)
  43996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43997. */
  43998. selectionOctree: Octree<AbstractMesh>;
  43999. /**
  44000. * Creates or updates the octree used to boost selection (picking)
  44001. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44002. * @param maxCapacity defines the maximum capacity per leaf
  44003. * @param maxDepth defines the maximum depth of the octree
  44004. * @returns an octree of AbstractMesh
  44005. */
  44006. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44007. }
  44008. }
  44009. module "babylonjs/Meshes/abstractMesh" {
  44010. interface AbstractMesh {
  44011. /**
  44012. * @hidden
  44013. * Backing Field
  44014. */
  44015. _submeshesOctree: Octree<SubMesh>;
  44016. /**
  44017. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44018. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44019. * @param maxCapacity defines the maximum size of each block (64 by default)
  44020. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44021. * @returns the new octree
  44022. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44023. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44024. */
  44025. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44026. }
  44027. }
  44028. /**
  44029. * Defines the octree scene component responsible to manage any octrees
  44030. * in a given scene.
  44031. */
  44032. export class OctreeSceneComponent {
  44033. /**
  44034. * The component name help to identify the component in the list of scene components.
  44035. */
  44036. readonly name: string;
  44037. /**
  44038. * The scene the component belongs to.
  44039. */
  44040. scene: Scene;
  44041. /**
  44042. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44043. */
  44044. readonly checksIsEnabled: boolean;
  44045. /**
  44046. * Creates a new instance of the component for the given scene
  44047. * @param scene Defines the scene to register the component in
  44048. */
  44049. constructor(scene: Scene);
  44050. /**
  44051. * Registers the component in a given scene
  44052. */
  44053. register(): void;
  44054. /**
  44055. * Return the list of active meshes
  44056. * @returns the list of active meshes
  44057. */
  44058. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44059. /**
  44060. * Return the list of active sub meshes
  44061. * @param mesh The mesh to get the candidates sub meshes from
  44062. * @returns the list of active sub meshes
  44063. */
  44064. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44065. private _tempRay;
  44066. /**
  44067. * Return the list of sub meshes intersecting with a given local ray
  44068. * @param mesh defines the mesh to find the submesh for
  44069. * @param localRay defines the ray in local space
  44070. * @returns the list of intersecting sub meshes
  44071. */
  44072. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44073. /**
  44074. * Return the list of sub meshes colliding with a collider
  44075. * @param mesh defines the mesh to find the submesh for
  44076. * @param collider defines the collider to evaluate the collision against
  44077. * @returns the list of colliding sub meshes
  44078. */
  44079. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44080. /**
  44081. * Rebuilds the elements related to this component in case of
  44082. * context lost for instance.
  44083. */
  44084. rebuild(): void;
  44085. /**
  44086. * Disposes the component and the associated ressources.
  44087. */
  44088. dispose(): void;
  44089. }
  44090. }
  44091. declare module "babylonjs/Culling/Octrees/index" {
  44092. export * from "babylonjs/Culling/Octrees/octree";
  44093. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44094. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44095. }
  44096. declare module "babylonjs/Culling/index" {
  44097. export * from "babylonjs/Culling/boundingBox";
  44098. export * from "babylonjs/Culling/boundingInfo";
  44099. export * from "babylonjs/Culling/boundingSphere";
  44100. export * from "babylonjs/Culling/Octrees/index";
  44101. export * from "babylonjs/Culling/ray";
  44102. }
  44103. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44104. import { IDisposable, Scene } from "babylonjs/scene";
  44105. import { Nullable } from "babylonjs/types";
  44106. import { Observable } from "babylonjs/Misc/observable";
  44107. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44108. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44109. import { Camera } from "babylonjs/Cameras/camera";
  44110. /**
  44111. * Renders a layer on top of an existing scene
  44112. */
  44113. export class UtilityLayerRenderer implements IDisposable {
  44114. /** the original scene that will be rendered on top of */
  44115. originalScene: Scene;
  44116. private _pointerCaptures;
  44117. private _lastPointerEvents;
  44118. private static _DefaultUtilityLayer;
  44119. private static _DefaultKeepDepthUtilityLayer;
  44120. private _sharedGizmoLight;
  44121. private _renderCamera;
  44122. /**
  44123. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44124. * @returns the camera that is used when rendering the utility layer
  44125. */
  44126. getRenderCamera(): Nullable<Camera>;
  44127. /**
  44128. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44129. * @param cam the camera that should be used when rendering the utility layer
  44130. */
  44131. setRenderCamera(cam: Nullable<Camera>): void;
  44132. /**
  44133. * @hidden
  44134. * Light which used by gizmos to get light shading
  44135. */
  44136. _getSharedGizmoLight(): HemisphericLight;
  44137. /**
  44138. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44139. */
  44140. pickUtilitySceneFirst: boolean;
  44141. /**
  44142. * 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)
  44143. */
  44144. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44145. /**
  44146. * 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)
  44147. */
  44148. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44149. /**
  44150. * The scene that is rendered on top of the original scene
  44151. */
  44152. utilityLayerScene: Scene;
  44153. /**
  44154. * If the utility layer should automatically be rendered on top of existing scene
  44155. */
  44156. shouldRender: boolean;
  44157. /**
  44158. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44159. */
  44160. onlyCheckPointerDownEvents: boolean;
  44161. /**
  44162. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44163. */
  44164. processAllEvents: boolean;
  44165. /**
  44166. * Observable raised when the pointer move from the utility layer scene to the main scene
  44167. */
  44168. onPointerOutObservable: Observable<number>;
  44169. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44170. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44171. private _afterRenderObserver;
  44172. private _sceneDisposeObserver;
  44173. private _originalPointerObserver;
  44174. /**
  44175. * Instantiates a UtilityLayerRenderer
  44176. * @param originalScene the original scene that will be rendered on top of
  44177. * @param handleEvents boolean indicating if the utility layer should handle events
  44178. */
  44179. constructor(
  44180. /** the original scene that will be rendered on top of */
  44181. originalScene: Scene, handleEvents?: boolean);
  44182. private _notifyObservers;
  44183. /**
  44184. * Renders the utility layers scene on top of the original scene
  44185. */
  44186. render(): void;
  44187. /**
  44188. * Disposes of the renderer
  44189. */
  44190. dispose(): void;
  44191. private _updateCamera;
  44192. }
  44193. }
  44194. declare module "babylonjs/Gizmos/gizmo" {
  44195. import { Nullable } from "babylonjs/types";
  44196. import { IDisposable } from "babylonjs/scene";
  44197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44198. import { Mesh } from "babylonjs/Meshes/mesh";
  44199. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44200. /**
  44201. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44202. */
  44203. export class Gizmo implements IDisposable {
  44204. /** The utility layer the gizmo will be added to */
  44205. gizmoLayer: UtilityLayerRenderer;
  44206. /**
  44207. * The root mesh of the gizmo
  44208. */
  44209. _rootMesh: Mesh;
  44210. private _attachedMesh;
  44211. /**
  44212. * Ratio for the scale of the gizmo (Default: 1)
  44213. */
  44214. scaleRatio: number;
  44215. /**
  44216. * If a custom mesh has been set (Default: false)
  44217. */
  44218. protected _customMeshSet: boolean;
  44219. /**
  44220. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44221. * * When set, interactions will be enabled
  44222. */
  44223. attachedMesh: Nullable<AbstractMesh>;
  44224. /**
  44225. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44226. * @param mesh The mesh to replace the default mesh of the gizmo
  44227. */
  44228. setCustomMesh(mesh: Mesh): void;
  44229. /**
  44230. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44231. */
  44232. updateGizmoRotationToMatchAttachedMesh: boolean;
  44233. /**
  44234. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44235. */
  44236. updateGizmoPositionToMatchAttachedMesh: boolean;
  44237. /**
  44238. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44239. */
  44240. updateScale: boolean;
  44241. protected _interactionsEnabled: boolean;
  44242. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44243. private _beforeRenderObserver;
  44244. private _tempVector;
  44245. /**
  44246. * Creates a gizmo
  44247. * @param gizmoLayer The utility layer the gizmo will be added to
  44248. */
  44249. constructor(
  44250. /** The utility layer the gizmo will be added to */
  44251. gizmoLayer?: UtilityLayerRenderer);
  44252. /**
  44253. * Updates the gizmo to match the attached mesh's position/rotation
  44254. */
  44255. protected _update(): void;
  44256. /**
  44257. * Disposes of the gizmo
  44258. */
  44259. dispose(): void;
  44260. }
  44261. }
  44262. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44263. import { Observable } from "babylonjs/Misc/observable";
  44264. import { Nullable } from "babylonjs/types";
  44265. import { Vector3 } from "babylonjs/Maths/math.vector";
  44266. import { Color3 } from "babylonjs/Maths/math.color";
  44267. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44268. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44269. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44270. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44271. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44272. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44273. import { Scene } from "babylonjs/scene";
  44274. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44275. /**
  44276. * Single plane drag gizmo
  44277. */
  44278. export class PlaneDragGizmo extends Gizmo {
  44279. /**
  44280. * Drag behavior responsible for the gizmos dragging interactions
  44281. */
  44282. dragBehavior: PointerDragBehavior;
  44283. private _pointerObserver;
  44284. /**
  44285. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44286. */
  44287. snapDistance: number;
  44288. /**
  44289. * Event that fires each time the gizmo snaps to a new location.
  44290. * * snapDistance is the the change in distance
  44291. */
  44292. onSnapObservable: Observable<{
  44293. snapDistance: number;
  44294. }>;
  44295. private _plane;
  44296. private _coloredMaterial;
  44297. private _hoverMaterial;
  44298. private _isEnabled;
  44299. private _parent;
  44300. /** @hidden */
  44301. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44302. /** @hidden */
  44303. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44304. /**
  44305. * Creates a PlaneDragGizmo
  44306. * @param gizmoLayer The utility layer the gizmo will be added to
  44307. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44308. * @param color The color of the gizmo
  44309. */
  44310. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44311. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44312. /**
  44313. * If the gizmo is enabled
  44314. */
  44315. isEnabled: boolean;
  44316. /**
  44317. * Disposes of the gizmo
  44318. */
  44319. dispose(): void;
  44320. }
  44321. }
  44322. declare module "babylonjs/Gizmos/positionGizmo" {
  44323. import { Observable } from "babylonjs/Misc/observable";
  44324. import { Nullable } from "babylonjs/types";
  44325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44326. import { Mesh } from "babylonjs/Meshes/mesh";
  44327. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44328. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44329. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44330. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44331. /**
  44332. * Gizmo that enables dragging a mesh along 3 axis
  44333. */
  44334. export class PositionGizmo extends Gizmo {
  44335. /**
  44336. * Internal gizmo used for interactions on the x axis
  44337. */
  44338. xGizmo: AxisDragGizmo;
  44339. /**
  44340. * Internal gizmo used for interactions on the y axis
  44341. */
  44342. yGizmo: AxisDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the z axis
  44345. */
  44346. zGizmo: AxisDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the yz plane
  44349. */
  44350. xPlaneGizmo: PlaneDragGizmo;
  44351. /**
  44352. * Internal gizmo used for interactions on the xz plane
  44353. */
  44354. yPlaneGizmo: PlaneDragGizmo;
  44355. /**
  44356. * Internal gizmo used for interactions on the xy plane
  44357. */
  44358. zPlaneGizmo: PlaneDragGizmo;
  44359. /**
  44360. * private variables
  44361. */
  44362. private _meshAttached;
  44363. private _updateGizmoRotationToMatchAttachedMesh;
  44364. private _snapDistance;
  44365. private _scaleRatio;
  44366. /** Fires an event when any of it's sub gizmos are dragged */
  44367. onDragStartObservable: Observable<unknown>;
  44368. /** Fires an event when any of it's sub gizmos are released from dragging */
  44369. onDragEndObservable: Observable<unknown>;
  44370. /**
  44371. * If set to true, planar drag is enabled
  44372. */
  44373. private _planarGizmoEnabled;
  44374. attachedMesh: Nullable<AbstractMesh>;
  44375. /**
  44376. * Creates a PositionGizmo
  44377. * @param gizmoLayer The utility layer the gizmo will be added to
  44378. */
  44379. constructor(gizmoLayer?: UtilityLayerRenderer);
  44380. /**
  44381. * If the planar drag gizmo is enabled
  44382. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44383. */
  44384. planarGizmoEnabled: boolean;
  44385. updateGizmoRotationToMatchAttachedMesh: boolean;
  44386. /**
  44387. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44388. */
  44389. snapDistance: number;
  44390. /**
  44391. * Ratio for the scale of the gizmo (Default: 1)
  44392. */
  44393. scaleRatio: number;
  44394. /**
  44395. * Disposes of the gizmo
  44396. */
  44397. dispose(): void;
  44398. /**
  44399. * CustomMeshes are not supported by this gizmo
  44400. * @param mesh The mesh to replace the default mesh of the gizmo
  44401. */
  44402. setCustomMesh(mesh: Mesh): void;
  44403. }
  44404. }
  44405. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44406. import { Observable } from "babylonjs/Misc/observable";
  44407. import { Nullable } from "babylonjs/types";
  44408. import { Vector3 } from "babylonjs/Maths/math.vector";
  44409. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44410. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44411. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44412. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44413. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44414. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44415. import { Scene } from "babylonjs/scene";
  44416. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44417. import { Color3 } from "babylonjs/Maths/math.color";
  44418. /**
  44419. * Single axis drag gizmo
  44420. */
  44421. export class AxisDragGizmo extends Gizmo {
  44422. /**
  44423. * Drag behavior responsible for the gizmos dragging interactions
  44424. */
  44425. dragBehavior: PointerDragBehavior;
  44426. private _pointerObserver;
  44427. /**
  44428. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44429. */
  44430. snapDistance: number;
  44431. /**
  44432. * Event that fires each time the gizmo snaps to a new location.
  44433. * * snapDistance is the the change in distance
  44434. */
  44435. onSnapObservable: Observable<{
  44436. snapDistance: number;
  44437. }>;
  44438. private _isEnabled;
  44439. private _parent;
  44440. private _arrow;
  44441. private _coloredMaterial;
  44442. private _hoverMaterial;
  44443. /** @hidden */
  44444. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44445. /** @hidden */
  44446. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44447. /**
  44448. * Creates an AxisDragGizmo
  44449. * @param gizmoLayer The utility layer the gizmo will be added to
  44450. * @param dragAxis The axis which the gizmo will be able to drag on
  44451. * @param color The color of the gizmo
  44452. */
  44453. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44454. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44455. /**
  44456. * If the gizmo is enabled
  44457. */
  44458. isEnabled: boolean;
  44459. /**
  44460. * Disposes of the gizmo
  44461. */
  44462. dispose(): void;
  44463. }
  44464. }
  44465. declare module "babylonjs/Debug/axesViewer" {
  44466. import { Vector3 } from "babylonjs/Maths/math.vector";
  44467. import { Nullable } from "babylonjs/types";
  44468. import { Scene } from "babylonjs/scene";
  44469. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44470. /**
  44471. * The Axes viewer will show 3 axes in a specific point in space
  44472. */
  44473. export class AxesViewer {
  44474. private _xAxis;
  44475. private _yAxis;
  44476. private _zAxis;
  44477. private _scaleLinesFactor;
  44478. private _instanced;
  44479. /**
  44480. * Gets the hosting scene
  44481. */
  44482. scene: Scene;
  44483. /**
  44484. * Gets or sets a number used to scale line length
  44485. */
  44486. scaleLines: number;
  44487. /** Gets the node hierarchy used to render x-axis */
  44488. readonly xAxis: TransformNode;
  44489. /** Gets the node hierarchy used to render y-axis */
  44490. readonly yAxis: TransformNode;
  44491. /** Gets the node hierarchy used to render z-axis */
  44492. readonly zAxis: TransformNode;
  44493. /**
  44494. * Creates a new AxesViewer
  44495. * @param scene defines the hosting scene
  44496. * @param scaleLines defines a number used to scale line length (1 by default)
  44497. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44498. * @param xAxis defines the node hierarchy used to render the x-axis
  44499. * @param yAxis defines the node hierarchy used to render the y-axis
  44500. * @param zAxis defines the node hierarchy used to render the z-axis
  44501. */
  44502. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44503. /**
  44504. * Force the viewer to update
  44505. * @param position defines the position of the viewer
  44506. * @param xaxis defines the x axis of the viewer
  44507. * @param yaxis defines the y axis of the viewer
  44508. * @param zaxis defines the z axis of the viewer
  44509. */
  44510. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44511. /**
  44512. * Creates an instance of this axes viewer.
  44513. * @returns a new axes viewer with instanced meshes
  44514. */
  44515. createInstance(): AxesViewer;
  44516. /** Releases resources */
  44517. dispose(): void;
  44518. private static _SetRenderingGroupId;
  44519. }
  44520. }
  44521. declare module "babylonjs/Debug/boneAxesViewer" {
  44522. import { Nullable } from "babylonjs/types";
  44523. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44524. import { Vector3 } from "babylonjs/Maths/math.vector";
  44525. import { Mesh } from "babylonjs/Meshes/mesh";
  44526. import { Bone } from "babylonjs/Bones/bone";
  44527. import { Scene } from "babylonjs/scene";
  44528. /**
  44529. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44530. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44531. */
  44532. export class BoneAxesViewer extends AxesViewer {
  44533. /**
  44534. * Gets or sets the target mesh where to display the axes viewer
  44535. */
  44536. mesh: Nullable<Mesh>;
  44537. /**
  44538. * Gets or sets the target bone where to display the axes viewer
  44539. */
  44540. bone: Nullable<Bone>;
  44541. /** Gets current position */
  44542. pos: Vector3;
  44543. /** Gets direction of X axis */
  44544. xaxis: Vector3;
  44545. /** Gets direction of Y axis */
  44546. yaxis: Vector3;
  44547. /** Gets direction of Z axis */
  44548. zaxis: Vector3;
  44549. /**
  44550. * Creates a new BoneAxesViewer
  44551. * @param scene defines the hosting scene
  44552. * @param bone defines the target bone
  44553. * @param mesh defines the target mesh
  44554. * @param scaleLines defines a scaling factor for line length (1 by default)
  44555. */
  44556. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44557. /**
  44558. * Force the viewer to update
  44559. */
  44560. update(): void;
  44561. /** Releases resources */
  44562. dispose(): void;
  44563. }
  44564. }
  44565. declare module "babylonjs/Debug/debugLayer" {
  44566. import { Scene } from "babylonjs/scene";
  44567. /**
  44568. * Interface used to define scene explorer extensibility option
  44569. */
  44570. export interface IExplorerExtensibilityOption {
  44571. /**
  44572. * Define the option label
  44573. */
  44574. label: string;
  44575. /**
  44576. * Defines the action to execute on click
  44577. */
  44578. action: (entity: any) => void;
  44579. }
  44580. /**
  44581. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44582. */
  44583. export interface IExplorerExtensibilityGroup {
  44584. /**
  44585. * Defines a predicate to test if a given type mut be extended
  44586. */
  44587. predicate: (entity: any) => boolean;
  44588. /**
  44589. * Gets the list of options added to a type
  44590. */
  44591. entries: IExplorerExtensibilityOption[];
  44592. }
  44593. /**
  44594. * Interface used to define the options to use to create the Inspector
  44595. */
  44596. export interface IInspectorOptions {
  44597. /**
  44598. * Display in overlay mode (default: false)
  44599. */
  44600. overlay?: boolean;
  44601. /**
  44602. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44603. */
  44604. globalRoot?: HTMLElement;
  44605. /**
  44606. * Display the Scene explorer
  44607. */
  44608. showExplorer?: boolean;
  44609. /**
  44610. * Display the property inspector
  44611. */
  44612. showInspector?: boolean;
  44613. /**
  44614. * Display in embed mode (both panes on the right)
  44615. */
  44616. embedMode?: boolean;
  44617. /**
  44618. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44619. */
  44620. handleResize?: boolean;
  44621. /**
  44622. * Allow the panes to popup (default: true)
  44623. */
  44624. enablePopup?: boolean;
  44625. /**
  44626. * Allow the panes to be closed by users (default: true)
  44627. */
  44628. enableClose?: boolean;
  44629. /**
  44630. * Optional list of extensibility entries
  44631. */
  44632. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44633. /**
  44634. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44635. */
  44636. inspectorURL?: string;
  44637. }
  44638. module "babylonjs/scene" {
  44639. interface Scene {
  44640. /**
  44641. * @hidden
  44642. * Backing field
  44643. */
  44644. _debugLayer: DebugLayer;
  44645. /**
  44646. * Gets the debug layer (aka Inspector) associated with the scene
  44647. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44648. */
  44649. debugLayer: DebugLayer;
  44650. }
  44651. }
  44652. /**
  44653. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44654. * what is happening in your scene
  44655. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44656. */
  44657. export class DebugLayer {
  44658. /**
  44659. * Define the url to get the inspector script from.
  44660. * By default it uses the babylonjs CDN.
  44661. * @ignoreNaming
  44662. */
  44663. static InspectorURL: string;
  44664. private _scene;
  44665. private BJSINSPECTOR;
  44666. private _onPropertyChangedObservable?;
  44667. /**
  44668. * Observable triggered when a property is changed through the inspector.
  44669. */
  44670. readonly onPropertyChangedObservable: any;
  44671. /**
  44672. * Instantiates a new debug layer.
  44673. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44674. * what is happening in your scene
  44675. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44676. * @param scene Defines the scene to inspect
  44677. */
  44678. constructor(scene: Scene);
  44679. /** Creates the inspector window. */
  44680. private _createInspector;
  44681. /**
  44682. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44683. * @param entity defines the entity to select
  44684. * @param lineContainerTitle defines the specific block to highlight
  44685. */
  44686. select(entity: any, lineContainerTitle?: string): void;
  44687. /** Get the inspector from bundle or global */
  44688. private _getGlobalInspector;
  44689. /**
  44690. * Get if the inspector is visible or not.
  44691. * @returns true if visible otherwise, false
  44692. */
  44693. isVisible(): boolean;
  44694. /**
  44695. * Hide the inspector and close its window.
  44696. */
  44697. hide(): void;
  44698. /**
  44699. * Launch the debugLayer.
  44700. * @param config Define the configuration of the inspector
  44701. * @return a promise fulfilled when the debug layer is visible
  44702. */
  44703. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44704. }
  44705. }
  44706. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44707. import { Nullable } from "babylonjs/types";
  44708. import { Scene } from "babylonjs/scene";
  44709. import { Vector4 } from "babylonjs/Maths/math.vector";
  44710. import { Color4 } from "babylonjs/Maths/math.color";
  44711. import { Mesh } from "babylonjs/Meshes/mesh";
  44712. /**
  44713. * Class containing static functions to help procedurally build meshes
  44714. */
  44715. export class BoxBuilder {
  44716. /**
  44717. * Creates a box mesh
  44718. * * The parameter `size` sets the size (float) of each box side (default 1)
  44719. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44720. * * 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)
  44721. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44722. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44723. * * If you create a double-sided mesh, you can choose what parts of 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
  44724. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44725. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44726. * @param name defines the name of the mesh
  44727. * @param options defines the options used to create the mesh
  44728. * @param scene defines the hosting scene
  44729. * @returns the box mesh
  44730. */
  44731. static CreateBox(name: string, options: {
  44732. size?: number;
  44733. width?: number;
  44734. height?: number;
  44735. depth?: number;
  44736. faceUV?: Vector4[];
  44737. faceColors?: Color4[];
  44738. sideOrientation?: number;
  44739. frontUVs?: Vector4;
  44740. backUVs?: Vector4;
  44741. wrap?: boolean;
  44742. topBaseAt?: number;
  44743. bottomBaseAt?: number;
  44744. updatable?: boolean;
  44745. }, scene?: Nullable<Scene>): Mesh;
  44746. }
  44747. }
  44748. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44749. import { Vector4 } from "babylonjs/Maths/math.vector";
  44750. import { Mesh } from "babylonjs/Meshes/mesh";
  44751. import { Scene } from "babylonjs/scene";
  44752. import { Nullable } from "babylonjs/types";
  44753. /**
  44754. * Class containing static functions to help procedurally build meshes
  44755. */
  44756. export class SphereBuilder {
  44757. /**
  44758. * Creates a sphere mesh
  44759. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44760. * * 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`)
  44761. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44762. * * 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
  44763. * * 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)
  44764. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44765. * * If you create a double-sided mesh, you can choose what parts of 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
  44766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44767. * @param name defines the name of the mesh
  44768. * @param options defines the options used to create the mesh
  44769. * @param scene defines the hosting scene
  44770. * @returns the sphere mesh
  44771. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44772. */
  44773. static CreateSphere(name: string, options: {
  44774. segments?: number;
  44775. diameter?: number;
  44776. diameterX?: number;
  44777. diameterY?: number;
  44778. diameterZ?: number;
  44779. arc?: number;
  44780. slice?: number;
  44781. sideOrientation?: number;
  44782. frontUVs?: Vector4;
  44783. backUVs?: Vector4;
  44784. updatable?: boolean;
  44785. }, scene?: Nullable<Scene>): Mesh;
  44786. }
  44787. }
  44788. declare module "babylonjs/Debug/physicsViewer" {
  44789. import { Nullable } from "babylonjs/types";
  44790. import { Scene } from "babylonjs/scene";
  44791. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44792. import { Mesh } from "babylonjs/Meshes/mesh";
  44793. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44794. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44795. /**
  44796. * Used to show the physics impostor around the specific mesh
  44797. */
  44798. export class PhysicsViewer {
  44799. /** @hidden */
  44800. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44801. /** @hidden */
  44802. protected _meshes: Array<Nullable<AbstractMesh>>;
  44803. /** @hidden */
  44804. protected _scene: Nullable<Scene>;
  44805. /** @hidden */
  44806. protected _numMeshes: number;
  44807. /** @hidden */
  44808. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44809. private _renderFunction;
  44810. private _utilityLayer;
  44811. private _debugBoxMesh;
  44812. private _debugSphereMesh;
  44813. private _debugCylinderMesh;
  44814. private _debugMaterial;
  44815. private _debugMeshMeshes;
  44816. /**
  44817. * Creates a new PhysicsViewer
  44818. * @param scene defines the hosting scene
  44819. */
  44820. constructor(scene: Scene);
  44821. /** @hidden */
  44822. protected _updateDebugMeshes(): void;
  44823. /**
  44824. * Renders a specified physic impostor
  44825. * @param impostor defines the impostor to render
  44826. * @param targetMesh defines the mesh represented by the impostor
  44827. * @returns the new debug mesh used to render the impostor
  44828. */
  44829. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44830. /**
  44831. * Hides a specified physic impostor
  44832. * @param impostor defines the impostor to hide
  44833. */
  44834. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44835. private _getDebugMaterial;
  44836. private _getDebugBoxMesh;
  44837. private _getDebugSphereMesh;
  44838. private _getDebugCylinderMesh;
  44839. private _getDebugMeshMesh;
  44840. private _getDebugMesh;
  44841. /** Releases all resources */
  44842. dispose(): void;
  44843. }
  44844. }
  44845. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44846. import { Vector3 } from "babylonjs/Maths/math.vector";
  44847. import { Color4 } from "babylonjs/Maths/math.color";
  44848. import { Nullable } from "babylonjs/types";
  44849. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44850. import { Scene } from "babylonjs/scene";
  44851. /**
  44852. * Class containing static functions to help procedurally build meshes
  44853. */
  44854. export class LinesBuilder {
  44855. /**
  44856. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44857. * * 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
  44858. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44859. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44860. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44861. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44862. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44863. * * 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
  44864. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44865. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44866. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44867. * @param name defines the name of the new line system
  44868. * @param options defines the options used to create the line system
  44869. * @param scene defines the hosting scene
  44870. * @returns a new line system mesh
  44871. */
  44872. static CreateLineSystem(name: string, options: {
  44873. lines: Vector3[][];
  44874. updatable?: boolean;
  44875. instance?: Nullable<LinesMesh>;
  44876. colors?: Nullable<Color4[][]>;
  44877. useVertexAlpha?: boolean;
  44878. }, scene: Nullable<Scene>): LinesMesh;
  44879. /**
  44880. * Creates a line mesh
  44881. * 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
  44882. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44883. * * The parameter `points` is an array successive Vector3
  44884. * * 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
  44885. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44886. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44887. * * When updating an instance, remember that only point positions can change, not the number of points
  44888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44889. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44890. * @param name defines the name of the new line system
  44891. * @param options defines the options used to create the line system
  44892. * @param scene defines the hosting scene
  44893. * @returns a new line mesh
  44894. */
  44895. static CreateLines(name: string, options: {
  44896. points: Vector3[];
  44897. updatable?: boolean;
  44898. instance?: Nullable<LinesMesh>;
  44899. colors?: Color4[];
  44900. useVertexAlpha?: boolean;
  44901. }, scene?: Nullable<Scene>): LinesMesh;
  44902. /**
  44903. * Creates a dashed line mesh
  44904. * * 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
  44905. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44906. * * The parameter `points` is an array successive Vector3
  44907. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44908. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44909. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44910. * * 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
  44911. * * When updating an instance, remember that only point positions can change, not the number of points
  44912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44913. * @param name defines the name of the mesh
  44914. * @param options defines the options used to create the mesh
  44915. * @param scene defines the hosting scene
  44916. * @returns the dashed line mesh
  44917. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44918. */
  44919. static CreateDashedLines(name: string, options: {
  44920. points: Vector3[];
  44921. dashSize?: number;
  44922. gapSize?: number;
  44923. dashNb?: number;
  44924. updatable?: boolean;
  44925. instance?: LinesMesh;
  44926. }, scene?: Nullable<Scene>): LinesMesh;
  44927. }
  44928. }
  44929. declare module "babylonjs/Debug/rayHelper" {
  44930. import { Nullable } from "babylonjs/types";
  44931. import { Ray } from "babylonjs/Culling/ray";
  44932. import { Vector3 } from "babylonjs/Maths/math.vector";
  44933. import { Color3 } from "babylonjs/Maths/math.color";
  44934. import { Scene } from "babylonjs/scene";
  44935. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44936. import "babylonjs/Meshes/Builders/linesBuilder";
  44937. /**
  44938. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44939. * in order to better appreciate the issue one might have.
  44940. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44941. */
  44942. export class RayHelper {
  44943. /**
  44944. * Defines the ray we are currently tryin to visualize.
  44945. */
  44946. ray: Nullable<Ray>;
  44947. private _renderPoints;
  44948. private _renderLine;
  44949. private _renderFunction;
  44950. private _scene;
  44951. private _updateToMeshFunction;
  44952. private _attachedToMesh;
  44953. private _meshSpaceDirection;
  44954. private _meshSpaceOrigin;
  44955. /**
  44956. * Helper function to create a colored helper in a scene in one line.
  44957. * @param ray Defines the ray we are currently tryin to visualize
  44958. * @param scene Defines the scene the ray is used in
  44959. * @param color Defines the color we want to see the ray in
  44960. * @returns The newly created ray helper.
  44961. */
  44962. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44963. /**
  44964. * Instantiate a new ray helper.
  44965. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44966. * in order to better appreciate the issue one might have.
  44967. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44968. * @param ray Defines the ray we are currently tryin to visualize
  44969. */
  44970. constructor(ray: Ray);
  44971. /**
  44972. * Shows the ray we are willing to debug.
  44973. * @param scene Defines the scene the ray needs to be rendered in
  44974. * @param color Defines the color the ray needs to be rendered in
  44975. */
  44976. show(scene: Scene, color?: Color3): void;
  44977. /**
  44978. * Hides the ray we are debugging.
  44979. */
  44980. hide(): void;
  44981. private _render;
  44982. /**
  44983. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44984. * @param mesh Defines the mesh we want the helper attached to
  44985. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44986. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44987. * @param length Defines the length of the ray
  44988. */
  44989. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44990. /**
  44991. * Detach the ray helper from the mesh it has previously been attached to.
  44992. */
  44993. detachFromMesh(): void;
  44994. private _updateToMesh;
  44995. /**
  44996. * Dispose the helper and release its associated resources.
  44997. */
  44998. dispose(): void;
  44999. }
  45000. }
  45001. declare module "babylonjs/Debug/skeletonViewer" {
  45002. import { Color3 } from "babylonjs/Maths/math.color";
  45003. import { Scene } from "babylonjs/scene";
  45004. import { Nullable } from "babylonjs/types";
  45005. import { Skeleton } from "babylonjs/Bones/skeleton";
  45006. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45007. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45008. /**
  45009. * Class used to render a debug view of a given skeleton
  45010. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45011. */
  45012. export class SkeletonViewer {
  45013. /** defines the skeleton to render */
  45014. skeleton: Skeleton;
  45015. /** defines the mesh attached to the skeleton */
  45016. mesh: AbstractMesh;
  45017. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45018. autoUpdateBonesMatrices: boolean;
  45019. /** defines the rendering group id to use with the viewer */
  45020. renderingGroupId: number;
  45021. /** Gets or sets the color used to render the skeleton */
  45022. color: Color3;
  45023. private _scene;
  45024. private _debugLines;
  45025. private _debugMesh;
  45026. private _isEnabled;
  45027. private _renderFunction;
  45028. private _utilityLayer;
  45029. /**
  45030. * Returns the mesh used to render the bones
  45031. */
  45032. readonly debugMesh: Nullable<LinesMesh>;
  45033. /**
  45034. * Creates a new SkeletonViewer
  45035. * @param skeleton defines the skeleton to render
  45036. * @param mesh defines the mesh attached to the skeleton
  45037. * @param scene defines the hosting scene
  45038. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45039. * @param renderingGroupId defines the rendering group id to use with the viewer
  45040. */
  45041. constructor(
  45042. /** defines the skeleton to render */
  45043. skeleton: Skeleton,
  45044. /** defines the mesh attached to the skeleton */
  45045. mesh: AbstractMesh, scene: Scene,
  45046. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45047. autoUpdateBonesMatrices?: boolean,
  45048. /** defines the rendering group id to use with the viewer */
  45049. renderingGroupId?: number);
  45050. /** Gets or sets a boolean indicating if the viewer is enabled */
  45051. isEnabled: boolean;
  45052. private _getBonePosition;
  45053. private _getLinesForBonesWithLength;
  45054. private _getLinesForBonesNoLength;
  45055. /** Update the viewer to sync with current skeleton state */
  45056. update(): void;
  45057. /** Release associated resources */
  45058. dispose(): void;
  45059. }
  45060. }
  45061. declare module "babylonjs/Debug/index" {
  45062. export * from "babylonjs/Debug/axesViewer";
  45063. export * from "babylonjs/Debug/boneAxesViewer";
  45064. export * from "babylonjs/Debug/debugLayer";
  45065. export * from "babylonjs/Debug/physicsViewer";
  45066. export * from "babylonjs/Debug/rayHelper";
  45067. export * from "babylonjs/Debug/skeletonViewer";
  45068. }
  45069. declare module "babylonjs/Engines/nullEngine" {
  45070. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45071. import { Scene } from "babylonjs/scene";
  45072. import { Engine } from "babylonjs/Engines/engine";
  45073. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45074. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45075. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45076. import { Effect } from "babylonjs/Materials/effect";
  45077. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45078. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45079. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45080. /**
  45081. * Options to create the null engine
  45082. */
  45083. export class NullEngineOptions {
  45084. /**
  45085. * Render width (Default: 512)
  45086. */
  45087. renderWidth: number;
  45088. /**
  45089. * Render height (Default: 256)
  45090. */
  45091. renderHeight: number;
  45092. /**
  45093. * Texture size (Default: 512)
  45094. */
  45095. textureSize: number;
  45096. /**
  45097. * If delta time between frames should be constant
  45098. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45099. */
  45100. deterministicLockstep: boolean;
  45101. /**
  45102. * Maximum about of steps between frames (Default: 4)
  45103. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45104. */
  45105. lockstepMaxSteps: number;
  45106. }
  45107. /**
  45108. * The null engine class provides support for headless version of babylon.js.
  45109. * This can be used in server side scenario or for testing purposes
  45110. */
  45111. export class NullEngine extends Engine {
  45112. private _options;
  45113. /**
  45114. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45115. */
  45116. isDeterministicLockStep(): boolean;
  45117. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45118. getLockstepMaxSteps(): number;
  45119. /**
  45120. * Sets hardware scaling, used to save performance if needed
  45121. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45122. */
  45123. getHardwareScalingLevel(): number;
  45124. constructor(options?: NullEngineOptions);
  45125. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45126. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45127. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45128. getRenderWidth(useScreen?: boolean): number;
  45129. getRenderHeight(useScreen?: boolean): number;
  45130. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45131. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45132. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45133. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45134. bindSamplers(effect: Effect): void;
  45135. enableEffect(effect: Effect): void;
  45136. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45137. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45138. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45139. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45140. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45141. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45142. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45143. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45144. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45145. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45146. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45147. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45148. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45149. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45150. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45151. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45152. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45153. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45154. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45155. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45156. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45157. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45158. bindBuffers(vertexBuffers: {
  45159. [key: string]: VertexBuffer;
  45160. }, indexBuffer: DataBuffer, effect: Effect): void;
  45161. wipeCaches(bruteForce?: boolean): void;
  45162. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45163. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45164. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45165. /** @hidden */
  45166. _createTexture(): WebGLTexture;
  45167. /** @hidden */
  45168. _releaseTexture(texture: InternalTexture): void;
  45169. 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;
  45170. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45171. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45172. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45173. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45174. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45175. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45176. areAllEffectsReady(): boolean;
  45177. /**
  45178. * @hidden
  45179. * Get the current error code of the webGL context
  45180. * @returns the error code
  45181. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45182. */
  45183. getError(): number;
  45184. /** @hidden */
  45185. _getUnpackAlignement(): number;
  45186. /** @hidden */
  45187. _unpackFlipY(value: boolean): void;
  45188. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45189. /**
  45190. * Updates a dynamic vertex buffer.
  45191. * @param vertexBuffer the vertex buffer to update
  45192. * @param data the data used to update the vertex buffer
  45193. * @param byteOffset the byte offset of the data (optional)
  45194. * @param byteLength the byte length of the data (optional)
  45195. */
  45196. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45197. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45198. /** @hidden */
  45199. _bindTexture(channel: number, texture: InternalTexture): void;
  45200. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45201. releaseEffects(): void;
  45202. displayLoadingUI(): void;
  45203. hideLoadingUI(): void;
  45204. /** @hidden */
  45205. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45206. /** @hidden */
  45207. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45208. /** @hidden */
  45209. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45210. /** @hidden */
  45211. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45212. }
  45213. }
  45214. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45215. import { Nullable, int } from "babylonjs/types";
  45216. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45217. /** @hidden */
  45218. export class _OcclusionDataStorage {
  45219. /** @hidden */
  45220. occlusionInternalRetryCounter: number;
  45221. /** @hidden */
  45222. isOcclusionQueryInProgress: boolean;
  45223. /** @hidden */
  45224. isOccluded: boolean;
  45225. /** @hidden */
  45226. occlusionRetryCount: number;
  45227. /** @hidden */
  45228. occlusionType: number;
  45229. /** @hidden */
  45230. occlusionQueryAlgorithmType: number;
  45231. }
  45232. module "babylonjs/Engines/engine" {
  45233. interface Engine {
  45234. /**
  45235. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45236. * @return the new query
  45237. */
  45238. createQuery(): WebGLQuery;
  45239. /**
  45240. * Delete and release a webGL query
  45241. * @param query defines the query to delete
  45242. * @return the current engine
  45243. */
  45244. deleteQuery(query: WebGLQuery): Engine;
  45245. /**
  45246. * Check if a given query has resolved and got its value
  45247. * @param query defines the query to check
  45248. * @returns true if the query got its value
  45249. */
  45250. isQueryResultAvailable(query: WebGLQuery): boolean;
  45251. /**
  45252. * Gets the value of a given query
  45253. * @param query defines the query to check
  45254. * @returns the value of the query
  45255. */
  45256. getQueryResult(query: WebGLQuery): number;
  45257. /**
  45258. * Initiates an occlusion query
  45259. * @param algorithmType defines the algorithm to use
  45260. * @param query defines the query to use
  45261. * @returns the current engine
  45262. * @see http://doc.babylonjs.com/features/occlusionquery
  45263. */
  45264. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45265. /**
  45266. * Ends an occlusion query
  45267. * @see http://doc.babylonjs.com/features/occlusionquery
  45268. * @param algorithmType defines the algorithm to use
  45269. * @returns the current engine
  45270. */
  45271. endOcclusionQuery(algorithmType: number): Engine;
  45272. /**
  45273. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45274. * Please note that only one query can be issued at a time
  45275. * @returns a time token used to track the time span
  45276. */
  45277. startTimeQuery(): Nullable<_TimeToken>;
  45278. /**
  45279. * Ends a time query
  45280. * @param token defines the token used to measure the time span
  45281. * @returns the time spent (in ns)
  45282. */
  45283. endTimeQuery(token: _TimeToken): int;
  45284. /** @hidden */
  45285. _currentNonTimestampToken: Nullable<_TimeToken>;
  45286. /** @hidden */
  45287. _createTimeQuery(): WebGLQuery;
  45288. /** @hidden */
  45289. _deleteTimeQuery(query: WebGLQuery): void;
  45290. /** @hidden */
  45291. _getGlAlgorithmType(algorithmType: number): number;
  45292. /** @hidden */
  45293. _getTimeQueryResult(query: WebGLQuery): any;
  45294. /** @hidden */
  45295. _getTimeQueryAvailability(query: WebGLQuery): any;
  45296. }
  45297. }
  45298. module "babylonjs/Meshes/abstractMesh" {
  45299. interface AbstractMesh {
  45300. /**
  45301. * Backing filed
  45302. * @hidden
  45303. */
  45304. __occlusionDataStorage: _OcclusionDataStorage;
  45305. /**
  45306. * Access property
  45307. * @hidden
  45308. */
  45309. _occlusionDataStorage: _OcclusionDataStorage;
  45310. /**
  45311. * 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.
  45312. * The default value is -1 which means don't break the query and wait till the result
  45313. * @see http://doc.babylonjs.com/features/occlusionquery
  45314. */
  45315. occlusionRetryCount: number;
  45316. /**
  45317. * 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:
  45318. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45319. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45320. * * 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.
  45321. * @see http://doc.babylonjs.com/features/occlusionquery
  45322. */
  45323. occlusionType: number;
  45324. /**
  45325. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45326. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45327. * * 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.
  45328. * @see http://doc.babylonjs.com/features/occlusionquery
  45329. */
  45330. occlusionQueryAlgorithmType: number;
  45331. /**
  45332. * 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
  45333. * @see http://doc.babylonjs.com/features/occlusionquery
  45334. */
  45335. isOccluded: boolean;
  45336. /**
  45337. * Flag to check the progress status of the query
  45338. * @see http://doc.babylonjs.com/features/occlusionquery
  45339. */
  45340. isOcclusionQueryInProgress: boolean;
  45341. }
  45342. }
  45343. }
  45344. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45345. import { Nullable } from "babylonjs/types";
  45346. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45347. /** @hidden */
  45348. export var _forceTransformFeedbackToBundle: boolean;
  45349. module "babylonjs/Engines/engine" {
  45350. interface Engine {
  45351. /**
  45352. * Creates a webGL transform feedback object
  45353. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45354. * @returns the webGL transform feedback object
  45355. */
  45356. createTransformFeedback(): WebGLTransformFeedback;
  45357. /**
  45358. * Delete a webGL transform feedback object
  45359. * @param value defines the webGL transform feedback object to delete
  45360. */
  45361. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45362. /**
  45363. * Bind a webGL transform feedback object to the webgl context
  45364. * @param value defines the webGL transform feedback object to bind
  45365. */
  45366. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45367. /**
  45368. * Begins a transform feedback operation
  45369. * @param usePoints defines if points or triangles must be used
  45370. */
  45371. beginTransformFeedback(usePoints: boolean): void;
  45372. /**
  45373. * Ends a transform feedback operation
  45374. */
  45375. endTransformFeedback(): void;
  45376. /**
  45377. * Specify the varyings to use with transform feedback
  45378. * @param program defines the associated webGL program
  45379. * @param value defines the list of strings representing the varying names
  45380. */
  45381. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45382. /**
  45383. * Bind a webGL buffer for a transform feedback operation
  45384. * @param value defines the webGL buffer to bind
  45385. */
  45386. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45387. }
  45388. }
  45389. }
  45390. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45391. import { Scene } from "babylonjs/scene";
  45392. import { Engine } from "babylonjs/Engines/engine";
  45393. import { Texture } from "babylonjs/Materials/Textures/texture";
  45394. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45395. import "babylonjs/Engines/Extensions/engine.multiRender";
  45396. /**
  45397. * Creation options of the multi render target texture.
  45398. */
  45399. export interface IMultiRenderTargetOptions {
  45400. /**
  45401. * Define if the texture needs to create mip maps after render.
  45402. */
  45403. generateMipMaps?: boolean;
  45404. /**
  45405. * Define the types of all the draw buffers we want to create
  45406. */
  45407. types?: number[];
  45408. /**
  45409. * Define the sampling modes of all the draw buffers we want to create
  45410. */
  45411. samplingModes?: number[];
  45412. /**
  45413. * Define if a depth buffer is required
  45414. */
  45415. generateDepthBuffer?: boolean;
  45416. /**
  45417. * Define if a stencil buffer is required
  45418. */
  45419. generateStencilBuffer?: boolean;
  45420. /**
  45421. * Define if a depth texture is required instead of a depth buffer
  45422. */
  45423. generateDepthTexture?: boolean;
  45424. /**
  45425. * Define the number of desired draw buffers
  45426. */
  45427. textureCount?: number;
  45428. /**
  45429. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45430. */
  45431. doNotChangeAspectRatio?: boolean;
  45432. /**
  45433. * Define the default type of the buffers we are creating
  45434. */
  45435. defaultType?: number;
  45436. }
  45437. /**
  45438. * A multi render target, like a render target provides the ability to render to a texture.
  45439. * Unlike the render target, it can render to several draw buffers in one draw.
  45440. * This is specially interesting in deferred rendering or for any effects requiring more than
  45441. * just one color from a single pass.
  45442. */
  45443. export class MultiRenderTarget extends RenderTargetTexture {
  45444. private _internalTextures;
  45445. private _textures;
  45446. private _multiRenderTargetOptions;
  45447. /**
  45448. * Get if draw buffers are currently supported by the used hardware and browser.
  45449. */
  45450. readonly isSupported: boolean;
  45451. /**
  45452. * Get the list of textures generated by the multi render target.
  45453. */
  45454. readonly textures: Texture[];
  45455. /**
  45456. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45457. */
  45458. readonly depthTexture: Texture;
  45459. /**
  45460. * Set the wrapping mode on U of all the textures we are rendering to.
  45461. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45462. */
  45463. wrapU: number;
  45464. /**
  45465. * Set the wrapping mode on V of all the textures we are rendering to.
  45466. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45467. */
  45468. wrapV: number;
  45469. /**
  45470. * Instantiate a new multi render target texture.
  45471. * A multi render target, like a render target provides the ability to render to a texture.
  45472. * Unlike the render target, it can render to several draw buffers in one draw.
  45473. * This is specially interesting in deferred rendering or for any effects requiring more than
  45474. * just one color from a single pass.
  45475. * @param name Define the name of the texture
  45476. * @param size Define the size of the buffers to render to
  45477. * @param count Define the number of target we are rendering into
  45478. * @param scene Define the scene the texture belongs to
  45479. * @param options Define the options used to create the multi render target
  45480. */
  45481. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45482. /** @hidden */
  45483. _rebuild(): void;
  45484. private _createInternalTextures;
  45485. private _createTextures;
  45486. /**
  45487. * Define the number of samples used if MSAA is enabled.
  45488. */
  45489. samples: number;
  45490. /**
  45491. * Resize all the textures in the multi render target.
  45492. * Be carrefull as it will recreate all the data in the new texture.
  45493. * @param size Define the new size
  45494. */
  45495. resize(size: any): void;
  45496. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45497. /**
  45498. * Dispose the render targets and their associated resources
  45499. */
  45500. dispose(): void;
  45501. /**
  45502. * Release all the underlying texture used as draw buffers.
  45503. */
  45504. releaseInternalTextures(): void;
  45505. }
  45506. }
  45507. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45508. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45509. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45510. import { Nullable } from "babylonjs/types";
  45511. module "babylonjs/Engines/engine" {
  45512. interface Engine {
  45513. /**
  45514. * Unbind a list of render target textures from the webGL context
  45515. * This is used only when drawBuffer extension or webGL2 are active
  45516. * @param textures defines the render target textures to unbind
  45517. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45518. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45519. */
  45520. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45521. /**
  45522. * Create a multi render target texture
  45523. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45524. * @param size defines the size of the texture
  45525. * @param options defines the creation options
  45526. * @returns the cube texture as an InternalTexture
  45527. */
  45528. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45529. /**
  45530. * Update the sample count for a given multiple render target texture
  45531. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45532. * @param textures defines the textures to update
  45533. * @param samples defines the sample count to set
  45534. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45535. */
  45536. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45537. }
  45538. }
  45539. }
  45540. declare module "babylonjs/Engines/Extensions/index" {
  45541. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45542. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45543. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45544. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45545. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45546. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45547. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45548. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45549. }
  45550. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45551. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45552. /** @hidden */
  45553. export var rgbdEncodePixelShader: {
  45554. name: string;
  45555. shader: string;
  45556. };
  45557. }
  45558. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45559. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45560. /** @hidden */
  45561. export var rgbdDecodePixelShader: {
  45562. name: string;
  45563. shader: string;
  45564. };
  45565. }
  45566. declare module "babylonjs/Misc/environmentTextureTools" {
  45567. import { Nullable } from "babylonjs/types";
  45568. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45569. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45570. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45571. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45572. import "babylonjs/Shaders/rgbdEncode.fragment";
  45573. import "babylonjs/Shaders/rgbdDecode.fragment";
  45574. /**
  45575. * Raw texture data and descriptor sufficient for WebGL texture upload
  45576. */
  45577. export interface EnvironmentTextureInfo {
  45578. /**
  45579. * Version of the environment map
  45580. */
  45581. version: number;
  45582. /**
  45583. * Width of image
  45584. */
  45585. width: number;
  45586. /**
  45587. * Irradiance information stored in the file.
  45588. */
  45589. irradiance: any;
  45590. /**
  45591. * Specular information stored in the file.
  45592. */
  45593. specular: any;
  45594. }
  45595. /**
  45596. * Defines One Image in the file. It requires only the position in the file
  45597. * as well as the length.
  45598. */
  45599. interface BufferImageData {
  45600. /**
  45601. * Length of the image data.
  45602. */
  45603. length: number;
  45604. /**
  45605. * Position of the data from the null terminator delimiting the end of the JSON.
  45606. */
  45607. position: number;
  45608. }
  45609. /**
  45610. * Defines the specular data enclosed in the file.
  45611. * This corresponds to the version 1 of the data.
  45612. */
  45613. export interface EnvironmentTextureSpecularInfoV1 {
  45614. /**
  45615. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45616. */
  45617. specularDataPosition?: number;
  45618. /**
  45619. * This contains all the images data needed to reconstruct the cubemap.
  45620. */
  45621. mipmaps: Array<BufferImageData>;
  45622. /**
  45623. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45624. */
  45625. lodGenerationScale: number;
  45626. }
  45627. /**
  45628. * Sets of helpers addressing the serialization and deserialization of environment texture
  45629. * stored in a BabylonJS env file.
  45630. * Those files are usually stored as .env files.
  45631. */
  45632. export class EnvironmentTextureTools {
  45633. /**
  45634. * Magic number identifying the env file.
  45635. */
  45636. private static _MagicBytes;
  45637. /**
  45638. * Gets the environment info from an env file.
  45639. * @param data The array buffer containing the .env bytes.
  45640. * @returns the environment file info (the json header) if successfully parsed.
  45641. */
  45642. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45643. /**
  45644. * Creates an environment texture from a loaded cube texture.
  45645. * @param texture defines the cube texture to convert in env file
  45646. * @return a promise containing the environment data if succesfull.
  45647. */
  45648. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45649. /**
  45650. * Creates a JSON representation of the spherical data.
  45651. * @param texture defines the texture containing the polynomials
  45652. * @return the JSON representation of the spherical info
  45653. */
  45654. private static _CreateEnvTextureIrradiance;
  45655. /**
  45656. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45657. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45658. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45659. * @return the views described by info providing access to the underlying buffer
  45660. */
  45661. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45662. /**
  45663. * Uploads the texture info contained in the env file to the GPU.
  45664. * @param texture defines the internal texture to upload to
  45665. * @param arrayBuffer defines the buffer cotaining the data to load
  45666. * @param info defines the texture info retrieved through the GetEnvInfo method
  45667. * @returns a promise
  45668. */
  45669. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45670. /**
  45671. * Uploads the levels of image data to the GPU.
  45672. * @param texture defines the internal texture to upload to
  45673. * @param imageData defines the array buffer views of image data [mipmap][face]
  45674. * @returns a promise
  45675. */
  45676. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45677. /**
  45678. * Uploads spherical polynomials information to the texture.
  45679. * @param texture defines the texture we are trying to upload the information to
  45680. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45681. */
  45682. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45683. /** @hidden */
  45684. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45685. }
  45686. }
  45687. declare module "babylonjs/Maths/math.vertexFormat" {
  45688. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45689. /**
  45690. * Contains position and normal vectors for a vertex
  45691. */
  45692. export class PositionNormalVertex {
  45693. /** the position of the vertex (defaut: 0,0,0) */
  45694. position: Vector3;
  45695. /** the normal of the vertex (defaut: 0,1,0) */
  45696. normal: Vector3;
  45697. /**
  45698. * Creates a PositionNormalVertex
  45699. * @param position the position of the vertex (defaut: 0,0,0)
  45700. * @param normal the normal of the vertex (defaut: 0,1,0)
  45701. */
  45702. constructor(
  45703. /** the position of the vertex (defaut: 0,0,0) */
  45704. position?: Vector3,
  45705. /** the normal of the vertex (defaut: 0,1,0) */
  45706. normal?: Vector3);
  45707. /**
  45708. * Clones the PositionNormalVertex
  45709. * @returns the cloned PositionNormalVertex
  45710. */
  45711. clone(): PositionNormalVertex;
  45712. }
  45713. /**
  45714. * Contains position, normal and uv vectors for a vertex
  45715. */
  45716. export class PositionNormalTextureVertex {
  45717. /** the position of the vertex (defaut: 0,0,0) */
  45718. position: Vector3;
  45719. /** the normal of the vertex (defaut: 0,1,0) */
  45720. normal: Vector3;
  45721. /** the uv of the vertex (default: 0,0) */
  45722. uv: Vector2;
  45723. /**
  45724. * Creates a PositionNormalTextureVertex
  45725. * @param position the position of the vertex (defaut: 0,0,0)
  45726. * @param normal the normal of the vertex (defaut: 0,1,0)
  45727. * @param uv the uv of the vertex (default: 0,0)
  45728. */
  45729. constructor(
  45730. /** the position of the vertex (defaut: 0,0,0) */
  45731. position?: Vector3,
  45732. /** the normal of the vertex (defaut: 0,1,0) */
  45733. normal?: Vector3,
  45734. /** the uv of the vertex (default: 0,0) */
  45735. uv?: Vector2);
  45736. /**
  45737. * Clones the PositionNormalTextureVertex
  45738. * @returns the cloned PositionNormalTextureVertex
  45739. */
  45740. clone(): PositionNormalTextureVertex;
  45741. }
  45742. }
  45743. declare module "babylonjs/Maths/math" {
  45744. export * from "babylonjs/Maths/math.axis";
  45745. export * from "babylonjs/Maths/math.color";
  45746. export * from "babylonjs/Maths/math.constants";
  45747. export * from "babylonjs/Maths/math.frustum";
  45748. export * from "babylonjs/Maths/math.path";
  45749. export * from "babylonjs/Maths/math.plane";
  45750. export * from "babylonjs/Maths/math.size";
  45751. export * from "babylonjs/Maths/math.vector";
  45752. export * from "babylonjs/Maths/math.vertexFormat";
  45753. export * from "babylonjs/Maths/math.viewport";
  45754. }
  45755. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45756. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45757. /** @hidden */
  45758. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45759. private _genericAttributeLocation;
  45760. private _varyingLocationCount;
  45761. private _varyingLocationMap;
  45762. private _replacements;
  45763. private _textureCount;
  45764. private _uniforms;
  45765. lineProcessor(line: string): string;
  45766. attributeProcessor(attribute: string): string;
  45767. varyingProcessor(varying: string, isFragment: boolean): string;
  45768. uniformProcessor(uniform: string): string;
  45769. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45770. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45771. }
  45772. }
  45773. declare module "babylonjs/Engines/nativeEngine" {
  45774. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45775. import { Engine } from "babylonjs/Engines/engine";
  45776. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45777. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45778. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45779. import { Effect } from "babylonjs/Materials/effect";
  45780. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45781. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45782. import { Scene } from "babylonjs/scene";
  45783. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45784. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45785. /**
  45786. * Container for accessors for natively-stored mesh data buffers.
  45787. */
  45788. class NativeDataBuffer extends DataBuffer {
  45789. /**
  45790. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45791. */
  45792. nativeIndexBuffer?: any;
  45793. /**
  45794. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45795. */
  45796. nativeVertexBuffer?: any;
  45797. }
  45798. /** @hidden */
  45799. export class NativeEngine extends Engine {
  45800. private readonly _native;
  45801. getHardwareScalingLevel(): number;
  45802. constructor();
  45803. /**
  45804. * Can be used to override the current requestAnimationFrame requester.
  45805. * @hidden
  45806. */
  45807. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45808. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45809. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45810. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45811. recordVertexArrayObject(vertexBuffers: {
  45812. [key: string]: VertexBuffer;
  45813. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45814. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45815. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45816. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45817. /**
  45818. * Draw a list of indexed primitives
  45819. * @param fillMode defines the primitive to use
  45820. * @param indexStart defines the starting index
  45821. * @param indexCount defines the number of index to draw
  45822. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45823. */
  45824. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45825. /**
  45826. * Draw a list of unindexed primitives
  45827. * @param fillMode defines the primitive to use
  45828. * @param verticesStart defines the index of first vertex to draw
  45829. * @param verticesCount defines the count of vertices to draw
  45830. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45831. */
  45832. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45833. createPipelineContext(): IPipelineContext;
  45834. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45835. /** @hidden */
  45836. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45837. /** @hidden */
  45838. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45839. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45840. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45841. protected _setProgram(program: WebGLProgram): void;
  45842. _releaseEffect(effect: Effect): void;
  45843. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45844. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45845. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45846. bindSamplers(effect: Effect): void;
  45847. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45848. getRenderWidth(useScreen?: boolean): number;
  45849. getRenderHeight(useScreen?: boolean): number;
  45850. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45851. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45852. /**
  45853. * Set the z offset to apply to current rendering
  45854. * @param value defines the offset to apply
  45855. */
  45856. setZOffset(value: number): void;
  45857. /**
  45858. * Gets the current value of the zOffset
  45859. * @returns the current zOffset state
  45860. */
  45861. getZOffset(): number;
  45862. /**
  45863. * Enable or disable depth buffering
  45864. * @param enable defines the state to set
  45865. */
  45866. setDepthBuffer(enable: boolean): void;
  45867. /**
  45868. * Gets a boolean indicating if depth writing is enabled
  45869. * @returns the current depth writing state
  45870. */
  45871. getDepthWrite(): boolean;
  45872. /**
  45873. * Enable or disable depth writing
  45874. * @param enable defines the state to set
  45875. */
  45876. setDepthWrite(enable: boolean): void;
  45877. /**
  45878. * Enable or disable color writing
  45879. * @param enable defines the state to set
  45880. */
  45881. setColorWrite(enable: boolean): void;
  45882. /**
  45883. * Gets a boolean indicating if color writing is enabled
  45884. * @returns the current color writing state
  45885. */
  45886. getColorWrite(): boolean;
  45887. /**
  45888. * Sets alpha constants used by some alpha blending modes
  45889. * @param r defines the red component
  45890. * @param g defines the green component
  45891. * @param b defines the blue component
  45892. * @param a defines the alpha component
  45893. */
  45894. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45895. /**
  45896. * Sets the current alpha mode
  45897. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45898. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45899. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45900. */
  45901. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45902. /**
  45903. * Gets the current alpha mode
  45904. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45905. * @returns the current alpha mode
  45906. */
  45907. getAlphaMode(): number;
  45908. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45909. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45910. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45911. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45912. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45913. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45914. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45915. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45916. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45917. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45918. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45919. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45920. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45921. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45922. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45923. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45924. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45925. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45926. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45927. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45928. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45929. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45930. wipeCaches(bruteForce?: boolean): void;
  45931. _createTexture(): WebGLTexture;
  45932. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45933. /**
  45934. * Usually called from BABYLON.Texture.ts.
  45935. * Passed information to create a WebGLTexture
  45936. * @param urlArg defines a value which contains one of the following:
  45937. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45938. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45939. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45940. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45941. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45942. * @param scene needed for loading to the correct scene
  45943. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45944. * @param onLoad optional callback to be called upon successful completion
  45945. * @param onError optional callback to be called upon failure
  45946. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45947. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45948. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45949. * @param forcedExtension defines the extension to use to pick the right loader
  45950. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45951. */
  45952. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  45953. /**
  45954. * Creates a cube texture
  45955. * @param rootUrl defines the url where the files to load is located
  45956. * @param scene defines the current scene
  45957. * @param files defines the list of files to load (1 per face)
  45958. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45959. * @param onLoad defines an optional callback raised when the texture is loaded
  45960. * @param onError defines an optional callback raised if there is an issue to load the texture
  45961. * @param format defines the format of the data
  45962. * @param forcedExtension defines the extension to use to pick the right loader
  45963. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45964. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45965. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45966. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45967. * @returns the cube texture as an InternalTexture
  45968. */
  45969. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  45970. private _getSamplingFilter;
  45971. private static _GetNativeTextureFormat;
  45972. createRenderTargetTexture(size: number | {
  45973. width: number;
  45974. height: number;
  45975. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45976. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45977. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45978. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45979. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45980. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45981. /**
  45982. * Updates a dynamic vertex buffer.
  45983. * @param vertexBuffer the vertex buffer to update
  45984. * @param data the data used to update the vertex buffer
  45985. * @param byteOffset the byte offset of the data (optional)
  45986. * @param byteLength the byte length of the data (optional)
  45987. */
  45988. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45989. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45990. private _updateAnisotropicLevel;
  45991. private _getAddressMode;
  45992. /** @hidden */
  45993. _bindTexture(channel: number, texture: InternalTexture): void;
  45994. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45995. releaseEffects(): void;
  45996. /** @hidden */
  45997. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45998. /** @hidden */
  45999. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46000. /** @hidden */
  46001. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46002. /** @hidden */
  46003. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46004. }
  46005. }
  46006. declare module "babylonjs/Engines/index" {
  46007. export * from "babylonjs/Engines/constants";
  46008. export * from "babylonjs/Engines/engine";
  46009. export * from "babylonjs/Engines/engineStore";
  46010. export * from "babylonjs/Engines/nullEngine";
  46011. export * from "babylonjs/Engines/Extensions/index";
  46012. export * from "babylonjs/Engines/IPipelineContext";
  46013. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46014. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46015. export * from "babylonjs/Engines/nativeEngine";
  46016. }
  46017. declare module "babylonjs/Events/clipboardEvents" {
  46018. /**
  46019. * Gather the list of clipboard event types as constants.
  46020. */
  46021. export class ClipboardEventTypes {
  46022. /**
  46023. * The clipboard event is fired when a copy command is active (pressed).
  46024. */
  46025. static readonly COPY: number;
  46026. /**
  46027. * The clipboard event is fired when a cut command is active (pressed).
  46028. */
  46029. static readonly CUT: number;
  46030. /**
  46031. * The clipboard event is fired when a paste command is active (pressed).
  46032. */
  46033. static readonly PASTE: number;
  46034. }
  46035. /**
  46036. * This class is used to store clipboard related info for the onClipboardObservable event.
  46037. */
  46038. export class ClipboardInfo {
  46039. /**
  46040. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46041. */
  46042. type: number;
  46043. /**
  46044. * Defines the related dom event
  46045. */
  46046. event: ClipboardEvent;
  46047. /**
  46048. *Creates an instance of ClipboardInfo.
  46049. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46050. * @param event Defines the related dom event
  46051. */
  46052. constructor(
  46053. /**
  46054. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46055. */
  46056. type: number,
  46057. /**
  46058. * Defines the related dom event
  46059. */
  46060. event: ClipboardEvent);
  46061. /**
  46062. * Get the clipboard event's type from the keycode.
  46063. * @param keyCode Defines the keyCode for the current keyboard event.
  46064. * @return {number}
  46065. */
  46066. static GetTypeFromCharacter(keyCode: number): number;
  46067. }
  46068. }
  46069. declare module "babylonjs/Events/index" {
  46070. export * from "babylonjs/Events/keyboardEvents";
  46071. export * from "babylonjs/Events/pointerEvents";
  46072. export * from "babylonjs/Events/clipboardEvents";
  46073. }
  46074. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46075. import { Scene } from "babylonjs/scene";
  46076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46077. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46078. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46079. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46080. /**
  46081. * Google Daydream controller
  46082. */
  46083. export class DaydreamController extends WebVRController {
  46084. /**
  46085. * Base Url for the controller model.
  46086. */
  46087. static MODEL_BASE_URL: string;
  46088. /**
  46089. * File name for the controller model.
  46090. */
  46091. static MODEL_FILENAME: string;
  46092. /**
  46093. * Gamepad Id prefix used to identify Daydream Controller.
  46094. */
  46095. static readonly GAMEPAD_ID_PREFIX: string;
  46096. /**
  46097. * Creates a new DaydreamController from a gamepad
  46098. * @param vrGamepad the gamepad that the controller should be created from
  46099. */
  46100. constructor(vrGamepad: any);
  46101. /**
  46102. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46103. * @param scene scene in which to add meshes
  46104. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46105. */
  46106. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46107. /**
  46108. * Called once for each button that changed state since the last frame
  46109. * @param buttonIdx Which button index changed
  46110. * @param state New state of the button
  46111. * @param changes Which properties on the state changed since last frame
  46112. */
  46113. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46114. }
  46115. }
  46116. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46117. import { Scene } from "babylonjs/scene";
  46118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46119. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46120. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46121. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46122. /**
  46123. * Gear VR Controller
  46124. */
  46125. export class GearVRController extends WebVRController {
  46126. /**
  46127. * Base Url for the controller model.
  46128. */
  46129. static MODEL_BASE_URL: string;
  46130. /**
  46131. * File name for the controller model.
  46132. */
  46133. static MODEL_FILENAME: string;
  46134. /**
  46135. * Gamepad Id prefix used to identify this controller.
  46136. */
  46137. static readonly GAMEPAD_ID_PREFIX: string;
  46138. private readonly _buttonIndexToObservableNameMap;
  46139. /**
  46140. * Creates a new GearVRController from a gamepad
  46141. * @param vrGamepad the gamepad that the controller should be created from
  46142. */
  46143. constructor(vrGamepad: any);
  46144. /**
  46145. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46146. * @param scene scene in which to add meshes
  46147. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46148. */
  46149. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46150. /**
  46151. * Called once for each button that changed state since the last frame
  46152. * @param buttonIdx Which button index changed
  46153. * @param state New state of the button
  46154. * @param changes Which properties on the state changed since last frame
  46155. */
  46156. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46157. }
  46158. }
  46159. declare module "babylonjs/Gamepads/Controllers/index" {
  46160. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46161. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46162. export * from "babylonjs/Gamepads/Controllers/genericController";
  46163. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46164. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46165. export * from "babylonjs/Gamepads/Controllers/viveController";
  46166. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46167. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46168. }
  46169. declare module "babylonjs/Gamepads/index" {
  46170. export * from "babylonjs/Gamepads/Controllers/index";
  46171. export * from "babylonjs/Gamepads/gamepad";
  46172. export * from "babylonjs/Gamepads/gamepadManager";
  46173. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46174. export * from "babylonjs/Gamepads/xboxGamepad";
  46175. export * from "babylonjs/Gamepads/dualShockGamepad";
  46176. }
  46177. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46178. import { Scene } from "babylonjs/scene";
  46179. import { Vector4 } from "babylonjs/Maths/math.vector";
  46180. import { Color4 } from "babylonjs/Maths/math.color";
  46181. import { Mesh } from "babylonjs/Meshes/mesh";
  46182. import { Nullable } from "babylonjs/types";
  46183. /**
  46184. * Class containing static functions to help procedurally build meshes
  46185. */
  46186. export class PolyhedronBuilder {
  46187. /**
  46188. * Creates a polyhedron mesh
  46189. * * 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
  46190. * * The parameter `size` (positive float, default 1) sets the polygon size
  46191. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46192. * * 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`
  46193. * * 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
  46194. * * 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)`)
  46195. * * 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
  46196. * * 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
  46197. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46198. * * If you create a double-sided mesh, you can choose what parts of 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
  46199. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46200. * @param name defines the name of the mesh
  46201. * @param options defines the options used to create the mesh
  46202. * @param scene defines the hosting scene
  46203. * @returns the polyhedron mesh
  46204. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46205. */
  46206. static CreatePolyhedron(name: string, options: {
  46207. type?: number;
  46208. size?: number;
  46209. sizeX?: number;
  46210. sizeY?: number;
  46211. sizeZ?: number;
  46212. custom?: any;
  46213. faceUV?: Vector4[];
  46214. faceColors?: Color4[];
  46215. flat?: boolean;
  46216. updatable?: boolean;
  46217. sideOrientation?: number;
  46218. frontUVs?: Vector4;
  46219. backUVs?: Vector4;
  46220. }, scene?: Nullable<Scene>): Mesh;
  46221. }
  46222. }
  46223. declare module "babylonjs/Gizmos/scaleGizmo" {
  46224. import { Observable } from "babylonjs/Misc/observable";
  46225. import { Nullable } from "babylonjs/types";
  46226. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46227. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46228. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46229. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46230. /**
  46231. * Gizmo that enables scaling a mesh along 3 axis
  46232. */
  46233. export class ScaleGizmo extends Gizmo {
  46234. /**
  46235. * Internal gizmo used for interactions on the x axis
  46236. */
  46237. xGizmo: AxisScaleGizmo;
  46238. /**
  46239. * Internal gizmo used for interactions on the y axis
  46240. */
  46241. yGizmo: AxisScaleGizmo;
  46242. /**
  46243. * Internal gizmo used for interactions on the z axis
  46244. */
  46245. zGizmo: AxisScaleGizmo;
  46246. /**
  46247. * Internal gizmo used to scale all axis equally
  46248. */
  46249. uniformScaleGizmo: AxisScaleGizmo;
  46250. private _meshAttached;
  46251. private _updateGizmoRotationToMatchAttachedMesh;
  46252. private _snapDistance;
  46253. private _scaleRatio;
  46254. private _uniformScalingMesh;
  46255. private _octahedron;
  46256. /** Fires an event when any of it's sub gizmos are dragged */
  46257. onDragStartObservable: Observable<unknown>;
  46258. /** Fires an event when any of it's sub gizmos are released from dragging */
  46259. onDragEndObservable: Observable<unknown>;
  46260. attachedMesh: Nullable<AbstractMesh>;
  46261. /**
  46262. * Creates a ScaleGizmo
  46263. * @param gizmoLayer The utility layer the gizmo will be added to
  46264. */
  46265. constructor(gizmoLayer?: UtilityLayerRenderer);
  46266. updateGizmoRotationToMatchAttachedMesh: boolean;
  46267. /**
  46268. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46269. */
  46270. snapDistance: number;
  46271. /**
  46272. * Ratio for the scale of the gizmo (Default: 1)
  46273. */
  46274. scaleRatio: number;
  46275. /**
  46276. * Disposes of the gizmo
  46277. */
  46278. dispose(): void;
  46279. }
  46280. }
  46281. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46282. import { Observable } from "babylonjs/Misc/observable";
  46283. import { Nullable } from "babylonjs/types";
  46284. import { Vector3 } from "babylonjs/Maths/math.vector";
  46285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46286. import { Mesh } from "babylonjs/Meshes/mesh";
  46287. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46288. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46289. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46290. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46291. import { Color3 } from "babylonjs/Maths/math.color";
  46292. /**
  46293. * Single axis scale gizmo
  46294. */
  46295. export class AxisScaleGizmo extends Gizmo {
  46296. /**
  46297. * Drag behavior responsible for the gizmos dragging interactions
  46298. */
  46299. dragBehavior: PointerDragBehavior;
  46300. private _pointerObserver;
  46301. /**
  46302. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46303. */
  46304. snapDistance: number;
  46305. /**
  46306. * Event that fires each time the gizmo snaps to a new location.
  46307. * * snapDistance is the the change in distance
  46308. */
  46309. onSnapObservable: Observable<{
  46310. snapDistance: number;
  46311. }>;
  46312. /**
  46313. * If the scaling operation should be done on all axis (default: false)
  46314. */
  46315. uniformScaling: boolean;
  46316. private _isEnabled;
  46317. private _parent;
  46318. private _arrow;
  46319. private _coloredMaterial;
  46320. private _hoverMaterial;
  46321. /**
  46322. * Creates an AxisScaleGizmo
  46323. * @param gizmoLayer The utility layer the gizmo will be added to
  46324. * @param dragAxis The axis which the gizmo will be able to scale on
  46325. * @param color The color of the gizmo
  46326. */
  46327. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46328. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46329. /**
  46330. * If the gizmo is enabled
  46331. */
  46332. isEnabled: boolean;
  46333. /**
  46334. * Disposes of the gizmo
  46335. */
  46336. dispose(): void;
  46337. /**
  46338. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46339. * @param mesh The mesh to replace the default mesh of the gizmo
  46340. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46341. */
  46342. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46343. }
  46344. }
  46345. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46346. import { Observable } from "babylonjs/Misc/observable";
  46347. import { Nullable } from "babylonjs/types";
  46348. import { Vector3 } from "babylonjs/Maths/math.vector";
  46349. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46350. import { Mesh } from "babylonjs/Meshes/mesh";
  46351. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46352. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46353. import { Color3 } from "babylonjs/Maths/math.color";
  46354. import "babylonjs/Meshes/Builders/boxBuilder";
  46355. /**
  46356. * Bounding box gizmo
  46357. */
  46358. export class BoundingBoxGizmo extends Gizmo {
  46359. private _lineBoundingBox;
  46360. private _rotateSpheresParent;
  46361. private _scaleBoxesParent;
  46362. private _boundingDimensions;
  46363. private _renderObserver;
  46364. private _pointerObserver;
  46365. private _scaleDragSpeed;
  46366. private _tmpQuaternion;
  46367. private _tmpVector;
  46368. private _tmpRotationMatrix;
  46369. /**
  46370. * 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)
  46371. */
  46372. ignoreChildren: boolean;
  46373. /**
  46374. * 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)
  46375. */
  46376. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46377. /**
  46378. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46379. */
  46380. rotationSphereSize: number;
  46381. /**
  46382. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46383. */
  46384. scaleBoxSize: number;
  46385. /**
  46386. * 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)
  46387. */
  46388. fixedDragMeshScreenSize: boolean;
  46389. /**
  46390. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46391. */
  46392. fixedDragMeshScreenSizeDistanceFactor: number;
  46393. /**
  46394. * Fired when a rotation sphere or scale box is dragged
  46395. */
  46396. onDragStartObservable: Observable<{}>;
  46397. /**
  46398. * Fired when a scale box is dragged
  46399. */
  46400. onScaleBoxDragObservable: Observable<{}>;
  46401. /**
  46402. * Fired when a scale box drag is ended
  46403. */
  46404. onScaleBoxDragEndObservable: Observable<{}>;
  46405. /**
  46406. * Fired when a rotation sphere is dragged
  46407. */
  46408. onRotationSphereDragObservable: Observable<{}>;
  46409. /**
  46410. * Fired when a rotation sphere drag is ended
  46411. */
  46412. onRotationSphereDragEndObservable: Observable<{}>;
  46413. /**
  46414. * 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)
  46415. */
  46416. scalePivot: Nullable<Vector3>;
  46417. /**
  46418. * Mesh used as a pivot to rotate the attached mesh
  46419. */
  46420. private _anchorMesh;
  46421. private _existingMeshScale;
  46422. private _dragMesh;
  46423. private pointerDragBehavior;
  46424. private coloredMaterial;
  46425. private hoverColoredMaterial;
  46426. /**
  46427. * Sets the color of the bounding box gizmo
  46428. * @param color the color to set
  46429. */
  46430. setColor(color: Color3): void;
  46431. /**
  46432. * Creates an BoundingBoxGizmo
  46433. * @param gizmoLayer The utility layer the gizmo will be added to
  46434. * @param color The color of the gizmo
  46435. */
  46436. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46437. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46438. private _selectNode;
  46439. /**
  46440. * Updates the bounding box information for the Gizmo
  46441. */
  46442. updateBoundingBox(): void;
  46443. private _updateRotationSpheres;
  46444. private _updateScaleBoxes;
  46445. /**
  46446. * Enables rotation on the specified axis and disables rotation on the others
  46447. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46448. */
  46449. setEnabledRotationAxis(axis: string): void;
  46450. /**
  46451. * Enables/disables scaling
  46452. * @param enable if scaling should be enabled
  46453. */
  46454. setEnabledScaling(enable: boolean): void;
  46455. private _updateDummy;
  46456. /**
  46457. * Enables a pointer drag behavior on the bounding box of the gizmo
  46458. */
  46459. enableDragBehavior(): void;
  46460. /**
  46461. * Disposes of the gizmo
  46462. */
  46463. dispose(): void;
  46464. /**
  46465. * 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)
  46466. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46467. * @returns the bounding box mesh with the passed in mesh as a child
  46468. */
  46469. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46470. /**
  46471. * CustomMeshes are not supported by this gizmo
  46472. * @param mesh The mesh to replace the default mesh of the gizmo
  46473. */
  46474. setCustomMesh(mesh: Mesh): void;
  46475. }
  46476. }
  46477. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46478. import { Observable } from "babylonjs/Misc/observable";
  46479. import { Nullable } from "babylonjs/types";
  46480. import { Vector3 } from "babylonjs/Maths/math.vector";
  46481. import { Color3 } from "babylonjs/Maths/math.color";
  46482. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46483. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46484. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46485. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46486. import "babylonjs/Meshes/Builders/linesBuilder";
  46487. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46488. /**
  46489. * Single plane rotation gizmo
  46490. */
  46491. export class PlaneRotationGizmo extends Gizmo {
  46492. /**
  46493. * Drag behavior responsible for the gizmos dragging interactions
  46494. */
  46495. dragBehavior: PointerDragBehavior;
  46496. private _pointerObserver;
  46497. /**
  46498. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46499. */
  46500. snapDistance: number;
  46501. /**
  46502. * Event that fires each time the gizmo snaps to a new location.
  46503. * * snapDistance is the the change in distance
  46504. */
  46505. onSnapObservable: Observable<{
  46506. snapDistance: number;
  46507. }>;
  46508. private _isEnabled;
  46509. private _parent;
  46510. /**
  46511. * Creates a PlaneRotationGizmo
  46512. * @param gizmoLayer The utility layer the gizmo will be added to
  46513. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46514. * @param color The color of the gizmo
  46515. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46516. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46517. */
  46518. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46519. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46520. /**
  46521. * If the gizmo is enabled
  46522. */
  46523. isEnabled: boolean;
  46524. /**
  46525. * Disposes of the gizmo
  46526. */
  46527. dispose(): void;
  46528. }
  46529. }
  46530. declare module "babylonjs/Gizmos/rotationGizmo" {
  46531. import { Observable } from "babylonjs/Misc/observable";
  46532. import { Nullable } from "babylonjs/types";
  46533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46534. import { Mesh } from "babylonjs/Meshes/mesh";
  46535. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46536. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46537. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46538. /**
  46539. * Gizmo that enables rotating a mesh along 3 axis
  46540. */
  46541. export class RotationGizmo extends Gizmo {
  46542. /**
  46543. * Internal gizmo used for interactions on the x axis
  46544. */
  46545. xGizmo: PlaneRotationGizmo;
  46546. /**
  46547. * Internal gizmo used for interactions on the y axis
  46548. */
  46549. yGizmo: PlaneRotationGizmo;
  46550. /**
  46551. * Internal gizmo used for interactions on the z axis
  46552. */
  46553. zGizmo: PlaneRotationGizmo;
  46554. /** Fires an event when any of it's sub gizmos are dragged */
  46555. onDragStartObservable: Observable<unknown>;
  46556. /** Fires an event when any of it's sub gizmos are released from dragging */
  46557. onDragEndObservable: Observable<unknown>;
  46558. private _meshAttached;
  46559. attachedMesh: Nullable<AbstractMesh>;
  46560. /**
  46561. * Creates a RotationGizmo
  46562. * @param gizmoLayer The utility layer the gizmo will be added to
  46563. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46564. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46565. */
  46566. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46567. updateGizmoRotationToMatchAttachedMesh: boolean;
  46568. /**
  46569. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46570. */
  46571. snapDistance: number;
  46572. /**
  46573. * Ratio for the scale of the gizmo (Default: 1)
  46574. */
  46575. scaleRatio: number;
  46576. /**
  46577. * Disposes of the gizmo
  46578. */
  46579. dispose(): void;
  46580. /**
  46581. * CustomMeshes are not supported by this gizmo
  46582. * @param mesh The mesh to replace the default mesh of the gizmo
  46583. */
  46584. setCustomMesh(mesh: Mesh): void;
  46585. }
  46586. }
  46587. declare module "babylonjs/Gizmos/gizmoManager" {
  46588. import { Observable } from "babylonjs/Misc/observable";
  46589. import { Nullable } from "babylonjs/types";
  46590. import { Scene, IDisposable } from "babylonjs/scene";
  46591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46592. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46593. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46594. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46595. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46596. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46597. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46598. /**
  46599. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46600. */
  46601. export class GizmoManager implements IDisposable {
  46602. private scene;
  46603. /**
  46604. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46605. */
  46606. gizmos: {
  46607. positionGizmo: Nullable<PositionGizmo>;
  46608. rotationGizmo: Nullable<RotationGizmo>;
  46609. scaleGizmo: Nullable<ScaleGizmo>;
  46610. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46611. };
  46612. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46613. clearGizmoOnEmptyPointerEvent: boolean;
  46614. /** Fires an event when the manager is attached to a mesh */
  46615. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46616. private _gizmosEnabled;
  46617. private _pointerObserver;
  46618. private _attachedMesh;
  46619. private _boundingBoxColor;
  46620. private _defaultUtilityLayer;
  46621. private _defaultKeepDepthUtilityLayer;
  46622. /**
  46623. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46624. */
  46625. boundingBoxDragBehavior: SixDofDragBehavior;
  46626. /**
  46627. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46628. */
  46629. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46630. /**
  46631. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46632. */
  46633. usePointerToAttachGizmos: boolean;
  46634. /**
  46635. * Utility layer that the bounding box gizmo belongs to
  46636. */
  46637. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46638. /**
  46639. * Utility layer that all gizmos besides bounding box belong to
  46640. */
  46641. readonly utilityLayer: UtilityLayerRenderer;
  46642. /**
  46643. * Instatiates a gizmo manager
  46644. * @param scene the scene to overlay the gizmos on top of
  46645. */
  46646. constructor(scene: Scene);
  46647. /**
  46648. * Attaches a set of gizmos to the specified mesh
  46649. * @param mesh The mesh the gizmo's should be attached to
  46650. */
  46651. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46652. /**
  46653. * If the position gizmo is enabled
  46654. */
  46655. positionGizmoEnabled: boolean;
  46656. /**
  46657. * If the rotation gizmo is enabled
  46658. */
  46659. rotationGizmoEnabled: boolean;
  46660. /**
  46661. * If the scale gizmo is enabled
  46662. */
  46663. scaleGizmoEnabled: boolean;
  46664. /**
  46665. * If the boundingBox gizmo is enabled
  46666. */
  46667. boundingBoxGizmoEnabled: boolean;
  46668. /**
  46669. * Disposes of the gizmo manager
  46670. */
  46671. dispose(): void;
  46672. }
  46673. }
  46674. declare module "babylonjs/Lights/directionalLight" {
  46675. import { Camera } from "babylonjs/Cameras/camera";
  46676. import { Scene } from "babylonjs/scene";
  46677. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46679. import { Light } from "babylonjs/Lights/light";
  46680. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46681. import { Effect } from "babylonjs/Materials/effect";
  46682. /**
  46683. * A directional light is defined by a direction (what a surprise!).
  46684. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46685. * 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.
  46686. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46687. */
  46688. export class DirectionalLight extends ShadowLight {
  46689. private _shadowFrustumSize;
  46690. /**
  46691. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46692. */
  46693. /**
  46694. * Specifies a fix frustum size for the shadow generation.
  46695. */
  46696. shadowFrustumSize: number;
  46697. private _shadowOrthoScale;
  46698. /**
  46699. * Gets the shadow projection scale against the optimal computed one.
  46700. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46701. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46702. */
  46703. /**
  46704. * Sets the shadow projection scale against the optimal computed one.
  46705. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46706. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46707. */
  46708. shadowOrthoScale: number;
  46709. /**
  46710. * Automatically compute the projection matrix to best fit (including all the casters)
  46711. * on each frame.
  46712. */
  46713. autoUpdateExtends: boolean;
  46714. private _orthoLeft;
  46715. private _orthoRight;
  46716. private _orthoTop;
  46717. private _orthoBottom;
  46718. /**
  46719. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46720. * The directional light is emitted from everywhere in the given direction.
  46721. * It can cast shadows.
  46722. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46723. * @param name The friendly name of the light
  46724. * @param direction The direction of the light
  46725. * @param scene The scene the light belongs to
  46726. */
  46727. constructor(name: string, direction: Vector3, scene: Scene);
  46728. /**
  46729. * Returns the string "DirectionalLight".
  46730. * @return The class name
  46731. */
  46732. getClassName(): string;
  46733. /**
  46734. * Returns the integer 1.
  46735. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46736. */
  46737. getTypeID(): number;
  46738. /**
  46739. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46740. * Returns the DirectionalLight Shadow projection matrix.
  46741. */
  46742. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46743. /**
  46744. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46745. * Returns the DirectionalLight Shadow projection matrix.
  46746. */
  46747. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46748. /**
  46749. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46750. * Returns the DirectionalLight Shadow projection matrix.
  46751. */
  46752. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46753. protected _buildUniformLayout(): void;
  46754. /**
  46755. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46756. * @param effect The effect to update
  46757. * @param lightIndex The index of the light in the effect to update
  46758. * @returns The directional light
  46759. */
  46760. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46761. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46762. /**
  46763. * Gets the minZ used for shadow according to both the scene and the light.
  46764. *
  46765. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46766. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46767. * @param activeCamera The camera we are returning the min for
  46768. * @returns the depth min z
  46769. */
  46770. getDepthMinZ(activeCamera: Camera): number;
  46771. /**
  46772. * Gets the maxZ used for shadow according to both the scene and the light.
  46773. *
  46774. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46775. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46776. * @param activeCamera The camera we are returning the max for
  46777. * @returns the depth max z
  46778. */
  46779. getDepthMaxZ(activeCamera: Camera): number;
  46780. /**
  46781. * Prepares the list of defines specific to the light type.
  46782. * @param defines the list of defines
  46783. * @param lightIndex defines the index of the light for the effect
  46784. */
  46785. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46786. }
  46787. }
  46788. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46789. import { Mesh } from "babylonjs/Meshes/mesh";
  46790. /**
  46791. * Class containing static functions to help procedurally build meshes
  46792. */
  46793. export class HemisphereBuilder {
  46794. /**
  46795. * Creates a hemisphere mesh
  46796. * @param name defines the name of the mesh
  46797. * @param options defines the options used to create the mesh
  46798. * @param scene defines the hosting scene
  46799. * @returns the hemisphere mesh
  46800. */
  46801. static CreateHemisphere(name: string, options: {
  46802. segments?: number;
  46803. diameter?: number;
  46804. sideOrientation?: number;
  46805. }, scene: any): Mesh;
  46806. }
  46807. }
  46808. declare module "babylonjs/Lights/spotLight" {
  46809. import { Nullable } from "babylonjs/types";
  46810. import { Scene } from "babylonjs/scene";
  46811. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46812. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46813. import { Effect } from "babylonjs/Materials/effect";
  46814. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46815. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46816. /**
  46817. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46818. * These values define a cone of light starting from the position, emitting toward the direction.
  46819. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46820. * and the exponent defines the speed of the decay of the light with distance (reach).
  46821. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46822. */
  46823. export class SpotLight extends ShadowLight {
  46824. private _angle;
  46825. private _innerAngle;
  46826. private _cosHalfAngle;
  46827. private _lightAngleScale;
  46828. private _lightAngleOffset;
  46829. /**
  46830. * Gets the cone angle of the spot light in Radians.
  46831. */
  46832. /**
  46833. * Sets the cone angle of the spot light in Radians.
  46834. */
  46835. angle: number;
  46836. /**
  46837. * Only used in gltf falloff mode, this defines the angle where
  46838. * the directional falloff will start before cutting at angle which could be seen
  46839. * as outer angle.
  46840. */
  46841. /**
  46842. * Only used in gltf falloff mode, this defines the angle where
  46843. * the directional falloff will start before cutting at angle which could be seen
  46844. * as outer angle.
  46845. */
  46846. innerAngle: number;
  46847. private _shadowAngleScale;
  46848. /**
  46849. * Allows scaling the angle of the light for shadow generation only.
  46850. */
  46851. /**
  46852. * Allows scaling the angle of the light for shadow generation only.
  46853. */
  46854. shadowAngleScale: number;
  46855. /**
  46856. * The light decay speed with the distance from the emission spot.
  46857. */
  46858. exponent: number;
  46859. private _projectionTextureMatrix;
  46860. /**
  46861. * Allows reading the projecton texture
  46862. */
  46863. readonly projectionTextureMatrix: Matrix;
  46864. protected _projectionTextureLightNear: number;
  46865. /**
  46866. * Gets the near clip of the Spotlight for texture projection.
  46867. */
  46868. /**
  46869. * Sets the near clip of the Spotlight for texture projection.
  46870. */
  46871. projectionTextureLightNear: number;
  46872. protected _projectionTextureLightFar: number;
  46873. /**
  46874. * Gets the far clip of the Spotlight for texture projection.
  46875. */
  46876. /**
  46877. * Sets the far clip of the Spotlight for texture projection.
  46878. */
  46879. projectionTextureLightFar: number;
  46880. protected _projectionTextureUpDirection: Vector3;
  46881. /**
  46882. * Gets the Up vector of the Spotlight for texture projection.
  46883. */
  46884. /**
  46885. * Sets the Up vector of the Spotlight for texture projection.
  46886. */
  46887. projectionTextureUpDirection: Vector3;
  46888. private _projectionTexture;
  46889. /**
  46890. * Gets the projection texture of the light.
  46891. */
  46892. /**
  46893. * Sets the projection texture of the light.
  46894. */
  46895. projectionTexture: Nullable<BaseTexture>;
  46896. private _projectionTextureViewLightDirty;
  46897. private _projectionTextureProjectionLightDirty;
  46898. private _projectionTextureDirty;
  46899. private _projectionTextureViewTargetVector;
  46900. private _projectionTextureViewLightMatrix;
  46901. private _projectionTextureProjectionLightMatrix;
  46902. private _projectionTextureScalingMatrix;
  46903. /**
  46904. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46905. * It can cast shadows.
  46906. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46907. * @param name The light friendly name
  46908. * @param position The position of the spot light in the scene
  46909. * @param direction The direction of the light in the scene
  46910. * @param angle The cone angle of the light in Radians
  46911. * @param exponent The light decay speed with the distance from the emission spot
  46912. * @param scene The scene the lights belongs to
  46913. */
  46914. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46915. /**
  46916. * Returns the string "SpotLight".
  46917. * @returns the class name
  46918. */
  46919. getClassName(): string;
  46920. /**
  46921. * Returns the integer 2.
  46922. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46923. */
  46924. getTypeID(): number;
  46925. /**
  46926. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46927. */
  46928. protected _setDirection(value: Vector3): void;
  46929. /**
  46930. * Overrides the position setter to recompute the projection texture view light Matrix.
  46931. */
  46932. protected _setPosition(value: Vector3): void;
  46933. /**
  46934. * 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.
  46935. * Returns the SpotLight.
  46936. */
  46937. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46938. protected _computeProjectionTextureViewLightMatrix(): void;
  46939. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46940. /**
  46941. * Main function for light texture projection matrix computing.
  46942. */
  46943. protected _computeProjectionTextureMatrix(): void;
  46944. protected _buildUniformLayout(): void;
  46945. private _computeAngleValues;
  46946. /**
  46947. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46948. * @param effect The effect to update
  46949. * @param lightIndex The index of the light in the effect to update
  46950. * @returns The spot light
  46951. */
  46952. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46953. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46954. /**
  46955. * Disposes the light and the associated resources.
  46956. */
  46957. dispose(): void;
  46958. /**
  46959. * Prepares the list of defines specific to the light type.
  46960. * @param defines the list of defines
  46961. * @param lightIndex defines the index of the light for the effect
  46962. */
  46963. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46964. }
  46965. }
  46966. declare module "babylonjs/Gizmos/lightGizmo" {
  46967. import { Nullable } from "babylonjs/types";
  46968. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46969. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46970. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46971. import { Light } from "babylonjs/Lights/light";
  46972. /**
  46973. * Gizmo that enables viewing a light
  46974. */
  46975. export class LightGizmo extends Gizmo {
  46976. private _lightMesh;
  46977. private _material;
  46978. private cachedPosition;
  46979. private cachedForward;
  46980. /**
  46981. * Creates a LightGizmo
  46982. * @param gizmoLayer The utility layer the gizmo will be added to
  46983. */
  46984. constructor(gizmoLayer?: UtilityLayerRenderer);
  46985. private _light;
  46986. /**
  46987. * The light that the gizmo is attached to
  46988. */
  46989. light: Nullable<Light>;
  46990. /**
  46991. * Gets the material used to render the light gizmo
  46992. */
  46993. readonly material: StandardMaterial;
  46994. /**
  46995. * @hidden
  46996. * Updates the gizmo to match the attached mesh's position/rotation
  46997. */
  46998. protected _update(): void;
  46999. private static _Scale;
  47000. /**
  47001. * Creates the lines for a light mesh
  47002. */
  47003. private static _createLightLines;
  47004. /**
  47005. * Disposes of the light gizmo
  47006. */
  47007. dispose(): void;
  47008. private static _CreateHemisphericLightMesh;
  47009. private static _CreatePointLightMesh;
  47010. private static _CreateSpotLightMesh;
  47011. private static _CreateDirectionalLightMesh;
  47012. }
  47013. }
  47014. declare module "babylonjs/Gizmos/index" {
  47015. export * from "babylonjs/Gizmos/axisDragGizmo";
  47016. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47017. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47018. export * from "babylonjs/Gizmos/gizmo";
  47019. export * from "babylonjs/Gizmos/gizmoManager";
  47020. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47021. export * from "babylonjs/Gizmos/positionGizmo";
  47022. export * from "babylonjs/Gizmos/rotationGizmo";
  47023. export * from "babylonjs/Gizmos/scaleGizmo";
  47024. export * from "babylonjs/Gizmos/lightGizmo";
  47025. export * from "babylonjs/Gizmos/planeDragGizmo";
  47026. }
  47027. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47028. /** @hidden */
  47029. export var backgroundFragmentDeclaration: {
  47030. name: string;
  47031. shader: string;
  47032. };
  47033. }
  47034. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47035. /** @hidden */
  47036. export var backgroundUboDeclaration: {
  47037. name: string;
  47038. shader: string;
  47039. };
  47040. }
  47041. declare module "babylonjs/Shaders/background.fragment" {
  47042. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47043. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47044. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47045. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47046. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47047. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47048. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47049. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47050. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47051. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47052. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47053. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47054. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47055. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47056. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47057. /** @hidden */
  47058. export var backgroundPixelShader: {
  47059. name: string;
  47060. shader: string;
  47061. };
  47062. }
  47063. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47064. /** @hidden */
  47065. export var backgroundVertexDeclaration: {
  47066. name: string;
  47067. shader: string;
  47068. };
  47069. }
  47070. declare module "babylonjs/Shaders/background.vertex" {
  47071. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47072. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47073. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47074. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47075. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47076. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47077. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47078. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47079. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47080. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47081. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47082. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47083. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47084. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47085. /** @hidden */
  47086. export var backgroundVertexShader: {
  47087. name: string;
  47088. shader: string;
  47089. };
  47090. }
  47091. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47092. import { Nullable, int, float } from "babylonjs/types";
  47093. import { Scene } from "babylonjs/scene";
  47094. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47095. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47096. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47097. import { Mesh } from "babylonjs/Meshes/mesh";
  47098. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47099. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47100. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47101. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47102. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47103. import { Color3 } from "babylonjs/Maths/math.color";
  47104. import "babylonjs/Shaders/background.fragment";
  47105. import "babylonjs/Shaders/background.vertex";
  47106. /**
  47107. * Background material used to create an efficient environement around your scene.
  47108. */
  47109. export class BackgroundMaterial extends PushMaterial {
  47110. /**
  47111. * Standard reflectance value at parallel view angle.
  47112. */
  47113. static StandardReflectance0: number;
  47114. /**
  47115. * Standard reflectance value at grazing angle.
  47116. */
  47117. static StandardReflectance90: number;
  47118. protected _primaryColor: Color3;
  47119. /**
  47120. * Key light Color (multiply against the environement texture)
  47121. */
  47122. primaryColor: Color3;
  47123. protected __perceptualColor: Nullable<Color3>;
  47124. /**
  47125. * Experimental Internal Use Only.
  47126. *
  47127. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47128. * This acts as a helper to set the primary color to a more "human friendly" value.
  47129. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47130. * output color as close as possible from the chosen value.
  47131. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47132. * part of lighting setup.)
  47133. */
  47134. _perceptualColor: Nullable<Color3>;
  47135. protected _primaryColorShadowLevel: float;
  47136. /**
  47137. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47138. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47139. */
  47140. primaryColorShadowLevel: float;
  47141. protected _primaryColorHighlightLevel: float;
  47142. /**
  47143. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47144. * The primary color is used at the level chosen to define what the white area would look.
  47145. */
  47146. primaryColorHighlightLevel: float;
  47147. protected _reflectionTexture: Nullable<BaseTexture>;
  47148. /**
  47149. * Reflection Texture used in the material.
  47150. * Should be author in a specific way for the best result (refer to the documentation).
  47151. */
  47152. reflectionTexture: Nullable<BaseTexture>;
  47153. protected _reflectionBlur: float;
  47154. /**
  47155. * Reflection Texture level of blur.
  47156. *
  47157. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47158. * texture twice.
  47159. */
  47160. reflectionBlur: float;
  47161. protected _diffuseTexture: Nullable<BaseTexture>;
  47162. /**
  47163. * Diffuse Texture used in the material.
  47164. * Should be author in a specific way for the best result (refer to the documentation).
  47165. */
  47166. diffuseTexture: Nullable<BaseTexture>;
  47167. protected _shadowLights: Nullable<IShadowLight[]>;
  47168. /**
  47169. * Specify the list of lights casting shadow on the material.
  47170. * All scene shadow lights will be included if null.
  47171. */
  47172. shadowLights: Nullable<IShadowLight[]>;
  47173. protected _shadowLevel: float;
  47174. /**
  47175. * Helps adjusting the shadow to a softer level if required.
  47176. * 0 means black shadows and 1 means no shadows.
  47177. */
  47178. shadowLevel: float;
  47179. protected _sceneCenter: Vector3;
  47180. /**
  47181. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47182. * It is usually zero but might be interesting to modify according to your setup.
  47183. */
  47184. sceneCenter: Vector3;
  47185. protected _opacityFresnel: boolean;
  47186. /**
  47187. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47188. * This helps ensuring a nice transition when the camera goes under the ground.
  47189. */
  47190. opacityFresnel: boolean;
  47191. protected _reflectionFresnel: boolean;
  47192. /**
  47193. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47194. * This helps adding a mirror texture on the ground.
  47195. */
  47196. reflectionFresnel: boolean;
  47197. protected _reflectionFalloffDistance: number;
  47198. /**
  47199. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47200. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47201. */
  47202. reflectionFalloffDistance: number;
  47203. protected _reflectionAmount: number;
  47204. /**
  47205. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47206. */
  47207. reflectionAmount: number;
  47208. protected _reflectionReflectance0: number;
  47209. /**
  47210. * This specifies the weight of the reflection at grazing angle.
  47211. */
  47212. reflectionReflectance0: number;
  47213. protected _reflectionReflectance90: number;
  47214. /**
  47215. * This specifies the weight of the reflection at a perpendicular point of view.
  47216. */
  47217. reflectionReflectance90: number;
  47218. /**
  47219. * Sets the reflection reflectance fresnel values according to the default standard
  47220. * empirically know to work well :-)
  47221. */
  47222. reflectionStandardFresnelWeight: number;
  47223. protected _useRGBColor: boolean;
  47224. /**
  47225. * Helps to directly use the maps channels instead of their level.
  47226. */
  47227. useRGBColor: boolean;
  47228. protected _enableNoise: boolean;
  47229. /**
  47230. * This helps reducing the banding effect that could occur on the background.
  47231. */
  47232. enableNoise: boolean;
  47233. /**
  47234. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47235. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47236. * Recommended to be keep at 1.0 except for special cases.
  47237. */
  47238. fovMultiplier: number;
  47239. private _fovMultiplier;
  47240. /**
  47241. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47242. */
  47243. useEquirectangularFOV: boolean;
  47244. private _maxSimultaneousLights;
  47245. /**
  47246. * Number of Simultaneous lights allowed on the material.
  47247. */
  47248. maxSimultaneousLights: int;
  47249. /**
  47250. * Default configuration related to image processing available in the Background Material.
  47251. */
  47252. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47253. /**
  47254. * Keep track of the image processing observer to allow dispose and replace.
  47255. */
  47256. private _imageProcessingObserver;
  47257. /**
  47258. * Attaches a new image processing configuration to the PBR Material.
  47259. * @param configuration (if null the scene configuration will be use)
  47260. */
  47261. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47262. /**
  47263. * Gets the image processing configuration used either in this material.
  47264. */
  47265. /**
  47266. * Sets the Default image processing configuration used either in the this material.
  47267. *
  47268. * If sets to null, the scene one is in use.
  47269. */
  47270. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47271. /**
  47272. * Gets wether the color curves effect is enabled.
  47273. */
  47274. /**
  47275. * Sets wether the color curves effect is enabled.
  47276. */
  47277. cameraColorCurvesEnabled: boolean;
  47278. /**
  47279. * Gets wether the color grading effect is enabled.
  47280. */
  47281. /**
  47282. * Gets wether the color grading effect is enabled.
  47283. */
  47284. cameraColorGradingEnabled: boolean;
  47285. /**
  47286. * Gets wether tonemapping is enabled or not.
  47287. */
  47288. /**
  47289. * Sets wether tonemapping is enabled or not
  47290. */
  47291. cameraToneMappingEnabled: boolean;
  47292. /**
  47293. * The camera exposure used on this material.
  47294. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47295. * This corresponds to a photographic exposure.
  47296. */
  47297. /**
  47298. * The camera exposure used on this material.
  47299. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47300. * This corresponds to a photographic exposure.
  47301. */
  47302. cameraExposure: float;
  47303. /**
  47304. * Gets The camera contrast used on this material.
  47305. */
  47306. /**
  47307. * Sets The camera contrast used on this material.
  47308. */
  47309. cameraContrast: float;
  47310. /**
  47311. * Gets the Color Grading 2D Lookup Texture.
  47312. */
  47313. /**
  47314. * Sets the Color Grading 2D Lookup Texture.
  47315. */
  47316. cameraColorGradingTexture: Nullable<BaseTexture>;
  47317. /**
  47318. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47319. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47320. * 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;
  47321. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47322. */
  47323. /**
  47324. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47325. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47326. * 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;
  47327. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47328. */
  47329. cameraColorCurves: Nullable<ColorCurves>;
  47330. /**
  47331. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47332. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47333. */
  47334. switchToBGR: boolean;
  47335. private _renderTargets;
  47336. private _reflectionControls;
  47337. private _white;
  47338. private _primaryShadowColor;
  47339. private _primaryHighlightColor;
  47340. /**
  47341. * Instantiates a Background Material in the given scene
  47342. * @param name The friendly name of the material
  47343. * @param scene The scene to add the material to
  47344. */
  47345. constructor(name: string, scene: Scene);
  47346. /**
  47347. * Gets a boolean indicating that current material needs to register RTT
  47348. */
  47349. readonly hasRenderTargetTextures: boolean;
  47350. /**
  47351. * The entire material has been created in order to prevent overdraw.
  47352. * @returns false
  47353. */
  47354. needAlphaTesting(): boolean;
  47355. /**
  47356. * The entire material has been created in order to prevent overdraw.
  47357. * @returns true if blending is enable
  47358. */
  47359. needAlphaBlending(): boolean;
  47360. /**
  47361. * Checks wether the material is ready to be rendered for a given mesh.
  47362. * @param mesh The mesh to render
  47363. * @param subMesh The submesh to check against
  47364. * @param useInstances Specify wether or not the material is used with instances
  47365. * @returns true if all the dependencies are ready (Textures, Effects...)
  47366. */
  47367. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47368. /**
  47369. * Compute the primary color according to the chosen perceptual color.
  47370. */
  47371. private _computePrimaryColorFromPerceptualColor;
  47372. /**
  47373. * Compute the highlights and shadow colors according to their chosen levels.
  47374. */
  47375. private _computePrimaryColors;
  47376. /**
  47377. * Build the uniform buffer used in the material.
  47378. */
  47379. buildUniformLayout(): void;
  47380. /**
  47381. * Unbind the material.
  47382. */
  47383. unbind(): void;
  47384. /**
  47385. * Bind only the world matrix to the material.
  47386. * @param world The world matrix to bind.
  47387. */
  47388. bindOnlyWorldMatrix(world: Matrix): void;
  47389. /**
  47390. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47391. * @param world The world matrix to bind.
  47392. * @param subMesh The submesh to bind for.
  47393. */
  47394. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47395. /**
  47396. * Checks to see if a texture is used in the material.
  47397. * @param texture - Base texture to use.
  47398. * @returns - Boolean specifying if a texture is used in the material.
  47399. */
  47400. hasTexture(texture: BaseTexture): boolean;
  47401. /**
  47402. * Dispose the material.
  47403. * @param forceDisposeEffect Force disposal of the associated effect.
  47404. * @param forceDisposeTextures Force disposal of the associated textures.
  47405. */
  47406. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47407. /**
  47408. * Clones the material.
  47409. * @param name The cloned name.
  47410. * @returns The cloned material.
  47411. */
  47412. clone(name: string): BackgroundMaterial;
  47413. /**
  47414. * Serializes the current material to its JSON representation.
  47415. * @returns The JSON representation.
  47416. */
  47417. serialize(): any;
  47418. /**
  47419. * Gets the class name of the material
  47420. * @returns "BackgroundMaterial"
  47421. */
  47422. getClassName(): string;
  47423. /**
  47424. * Parse a JSON input to create back a background material.
  47425. * @param source The JSON data to parse
  47426. * @param scene The scene to create the parsed material in
  47427. * @param rootUrl The root url of the assets the material depends upon
  47428. * @returns the instantiated BackgroundMaterial.
  47429. */
  47430. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47431. }
  47432. }
  47433. declare module "babylonjs/Helpers/environmentHelper" {
  47434. import { Observable } from "babylonjs/Misc/observable";
  47435. import { Nullable } from "babylonjs/types";
  47436. import { Scene } from "babylonjs/scene";
  47437. import { Vector3 } from "babylonjs/Maths/math.vector";
  47438. import { Color3 } from "babylonjs/Maths/math.color";
  47439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47440. import { Mesh } from "babylonjs/Meshes/mesh";
  47441. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47442. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47443. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47444. import "babylonjs/Meshes/Builders/planeBuilder";
  47445. import "babylonjs/Meshes/Builders/boxBuilder";
  47446. /**
  47447. * Represents the different options available during the creation of
  47448. * a Environment helper.
  47449. *
  47450. * This can control the default ground, skybox and image processing setup of your scene.
  47451. */
  47452. export interface IEnvironmentHelperOptions {
  47453. /**
  47454. * Specifies wether or not to create a ground.
  47455. * True by default.
  47456. */
  47457. createGround: boolean;
  47458. /**
  47459. * Specifies the ground size.
  47460. * 15 by default.
  47461. */
  47462. groundSize: number;
  47463. /**
  47464. * The texture used on the ground for the main color.
  47465. * Comes from the BabylonJS CDN by default.
  47466. *
  47467. * Remarks: Can be either a texture or a url.
  47468. */
  47469. groundTexture: string | BaseTexture;
  47470. /**
  47471. * The color mixed in the ground texture by default.
  47472. * BabylonJS clearColor by default.
  47473. */
  47474. groundColor: Color3;
  47475. /**
  47476. * Specifies the ground opacity.
  47477. * 1 by default.
  47478. */
  47479. groundOpacity: number;
  47480. /**
  47481. * Enables the ground to receive shadows.
  47482. * True by default.
  47483. */
  47484. enableGroundShadow: boolean;
  47485. /**
  47486. * Helps preventing the shadow to be fully black on the ground.
  47487. * 0.5 by default.
  47488. */
  47489. groundShadowLevel: number;
  47490. /**
  47491. * Creates a mirror texture attach to the ground.
  47492. * false by default.
  47493. */
  47494. enableGroundMirror: boolean;
  47495. /**
  47496. * Specifies the ground mirror size ratio.
  47497. * 0.3 by default as the default kernel is 64.
  47498. */
  47499. groundMirrorSizeRatio: number;
  47500. /**
  47501. * Specifies the ground mirror blur kernel size.
  47502. * 64 by default.
  47503. */
  47504. groundMirrorBlurKernel: number;
  47505. /**
  47506. * Specifies the ground mirror visibility amount.
  47507. * 1 by default
  47508. */
  47509. groundMirrorAmount: number;
  47510. /**
  47511. * Specifies the ground mirror reflectance weight.
  47512. * This uses the standard weight of the background material to setup the fresnel effect
  47513. * of the mirror.
  47514. * 1 by default.
  47515. */
  47516. groundMirrorFresnelWeight: number;
  47517. /**
  47518. * Specifies the ground mirror Falloff distance.
  47519. * This can helps reducing the size of the reflection.
  47520. * 0 by Default.
  47521. */
  47522. groundMirrorFallOffDistance: number;
  47523. /**
  47524. * Specifies the ground mirror texture type.
  47525. * Unsigned Int by Default.
  47526. */
  47527. groundMirrorTextureType: number;
  47528. /**
  47529. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47530. * the shown objects.
  47531. */
  47532. groundYBias: number;
  47533. /**
  47534. * Specifies wether or not to create a skybox.
  47535. * True by default.
  47536. */
  47537. createSkybox: boolean;
  47538. /**
  47539. * Specifies the skybox size.
  47540. * 20 by default.
  47541. */
  47542. skyboxSize: number;
  47543. /**
  47544. * The texture used on the skybox for the main color.
  47545. * Comes from the BabylonJS CDN by default.
  47546. *
  47547. * Remarks: Can be either a texture or a url.
  47548. */
  47549. skyboxTexture: string | BaseTexture;
  47550. /**
  47551. * The color mixed in the skybox texture by default.
  47552. * BabylonJS clearColor by default.
  47553. */
  47554. skyboxColor: Color3;
  47555. /**
  47556. * The background rotation around the Y axis of the scene.
  47557. * This helps aligning the key lights of your scene with the background.
  47558. * 0 by default.
  47559. */
  47560. backgroundYRotation: number;
  47561. /**
  47562. * Compute automatically the size of the elements to best fit with the scene.
  47563. */
  47564. sizeAuto: boolean;
  47565. /**
  47566. * Default position of the rootMesh if autoSize is not true.
  47567. */
  47568. rootPosition: Vector3;
  47569. /**
  47570. * Sets up the image processing in the scene.
  47571. * true by default.
  47572. */
  47573. setupImageProcessing: boolean;
  47574. /**
  47575. * The texture used as your environment texture in the scene.
  47576. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47577. *
  47578. * Remarks: Can be either a texture or a url.
  47579. */
  47580. environmentTexture: string | BaseTexture;
  47581. /**
  47582. * The value of the exposure to apply to the scene.
  47583. * 0.6 by default if setupImageProcessing is true.
  47584. */
  47585. cameraExposure: number;
  47586. /**
  47587. * The value of the contrast to apply to the scene.
  47588. * 1.6 by default if setupImageProcessing is true.
  47589. */
  47590. cameraContrast: number;
  47591. /**
  47592. * Specifies wether or not tonemapping should be enabled in the scene.
  47593. * true by default if setupImageProcessing is true.
  47594. */
  47595. toneMappingEnabled: boolean;
  47596. }
  47597. /**
  47598. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47599. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47600. * It also helps with the default setup of your imageProcessing configuration.
  47601. */
  47602. export class EnvironmentHelper {
  47603. /**
  47604. * Default ground texture URL.
  47605. */
  47606. private static _groundTextureCDNUrl;
  47607. /**
  47608. * Default skybox texture URL.
  47609. */
  47610. private static _skyboxTextureCDNUrl;
  47611. /**
  47612. * Default environment texture URL.
  47613. */
  47614. private static _environmentTextureCDNUrl;
  47615. /**
  47616. * Creates the default options for the helper.
  47617. */
  47618. private static _getDefaultOptions;
  47619. private _rootMesh;
  47620. /**
  47621. * Gets the root mesh created by the helper.
  47622. */
  47623. readonly rootMesh: Mesh;
  47624. private _skybox;
  47625. /**
  47626. * Gets the skybox created by the helper.
  47627. */
  47628. readonly skybox: Nullable<Mesh>;
  47629. private _skyboxTexture;
  47630. /**
  47631. * Gets the skybox texture created by the helper.
  47632. */
  47633. readonly skyboxTexture: Nullable<BaseTexture>;
  47634. private _skyboxMaterial;
  47635. /**
  47636. * Gets the skybox material created by the helper.
  47637. */
  47638. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47639. private _ground;
  47640. /**
  47641. * Gets the ground mesh created by the helper.
  47642. */
  47643. readonly ground: Nullable<Mesh>;
  47644. private _groundTexture;
  47645. /**
  47646. * Gets the ground texture created by the helper.
  47647. */
  47648. readonly groundTexture: Nullable<BaseTexture>;
  47649. private _groundMirror;
  47650. /**
  47651. * Gets the ground mirror created by the helper.
  47652. */
  47653. readonly groundMirror: Nullable<MirrorTexture>;
  47654. /**
  47655. * Gets the ground mirror render list to helps pushing the meshes
  47656. * you wish in the ground reflection.
  47657. */
  47658. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47659. private _groundMaterial;
  47660. /**
  47661. * Gets the ground material created by the helper.
  47662. */
  47663. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47664. /**
  47665. * Stores the creation options.
  47666. */
  47667. private readonly _scene;
  47668. private _options;
  47669. /**
  47670. * This observable will be notified with any error during the creation of the environment,
  47671. * mainly texture creation errors.
  47672. */
  47673. onErrorObservable: Observable<{
  47674. message?: string;
  47675. exception?: any;
  47676. }>;
  47677. /**
  47678. * constructor
  47679. * @param options Defines the options we want to customize the helper
  47680. * @param scene The scene to add the material to
  47681. */
  47682. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47683. /**
  47684. * Updates the background according to the new options
  47685. * @param options
  47686. */
  47687. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47688. /**
  47689. * Sets the primary color of all the available elements.
  47690. * @param color the main color to affect to the ground and the background
  47691. */
  47692. setMainColor(color: Color3): void;
  47693. /**
  47694. * Setup the image processing according to the specified options.
  47695. */
  47696. private _setupImageProcessing;
  47697. /**
  47698. * Setup the environment texture according to the specified options.
  47699. */
  47700. private _setupEnvironmentTexture;
  47701. /**
  47702. * Setup the background according to the specified options.
  47703. */
  47704. private _setupBackground;
  47705. /**
  47706. * Get the scene sizes according to the setup.
  47707. */
  47708. private _getSceneSize;
  47709. /**
  47710. * Setup the ground according to the specified options.
  47711. */
  47712. private _setupGround;
  47713. /**
  47714. * Setup the ground material according to the specified options.
  47715. */
  47716. private _setupGroundMaterial;
  47717. /**
  47718. * Setup the ground diffuse texture according to the specified options.
  47719. */
  47720. private _setupGroundDiffuseTexture;
  47721. /**
  47722. * Setup the ground mirror texture according to the specified options.
  47723. */
  47724. private _setupGroundMirrorTexture;
  47725. /**
  47726. * Setup the ground to receive the mirror texture.
  47727. */
  47728. private _setupMirrorInGroundMaterial;
  47729. /**
  47730. * Setup the skybox according to the specified options.
  47731. */
  47732. private _setupSkybox;
  47733. /**
  47734. * Setup the skybox material according to the specified options.
  47735. */
  47736. private _setupSkyboxMaterial;
  47737. /**
  47738. * Setup the skybox reflection texture according to the specified options.
  47739. */
  47740. private _setupSkyboxReflectionTexture;
  47741. private _errorHandler;
  47742. /**
  47743. * Dispose all the elements created by the Helper.
  47744. */
  47745. dispose(): void;
  47746. }
  47747. }
  47748. declare module "babylonjs/Helpers/photoDome" {
  47749. import { Observable } from "babylonjs/Misc/observable";
  47750. import { Nullable } from "babylonjs/types";
  47751. import { Scene } from "babylonjs/scene";
  47752. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47753. import { Mesh } from "babylonjs/Meshes/mesh";
  47754. import { Texture } from "babylonjs/Materials/Textures/texture";
  47755. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47756. import "babylonjs/Meshes/Builders/sphereBuilder";
  47757. /**
  47758. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47759. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47760. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47761. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47762. */
  47763. export class PhotoDome extends TransformNode {
  47764. /**
  47765. * Define the image as a Monoscopic panoramic 360 image.
  47766. */
  47767. static readonly MODE_MONOSCOPIC: number;
  47768. /**
  47769. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47770. */
  47771. static readonly MODE_TOPBOTTOM: number;
  47772. /**
  47773. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47774. */
  47775. static readonly MODE_SIDEBYSIDE: number;
  47776. private _useDirectMapping;
  47777. /**
  47778. * The texture being displayed on the sphere
  47779. */
  47780. protected _photoTexture: Texture;
  47781. /**
  47782. * Gets or sets the texture being displayed on the sphere
  47783. */
  47784. photoTexture: Texture;
  47785. /**
  47786. * Observable raised when an error occured while loading the 360 image
  47787. */
  47788. onLoadErrorObservable: Observable<string>;
  47789. /**
  47790. * The skybox material
  47791. */
  47792. protected _material: BackgroundMaterial;
  47793. /**
  47794. * The surface used for the skybox
  47795. */
  47796. protected _mesh: Mesh;
  47797. /**
  47798. * Gets the mesh used for the skybox.
  47799. */
  47800. readonly mesh: Mesh;
  47801. /**
  47802. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47803. * Also see the options.resolution property.
  47804. */
  47805. fovMultiplier: number;
  47806. private _imageMode;
  47807. /**
  47808. * Gets or set the current video mode for the video. It can be:
  47809. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47810. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47811. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47812. */
  47813. imageMode: number;
  47814. /**
  47815. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47816. * @param name Element's name, child elements will append suffixes for their own names.
  47817. * @param urlsOfPhoto defines the url of the photo to display
  47818. * @param options defines an object containing optional or exposed sub element properties
  47819. * @param onError defines a callback called when an error occured while loading the texture
  47820. */
  47821. constructor(name: string, urlOfPhoto: string, options: {
  47822. resolution?: number;
  47823. size?: number;
  47824. useDirectMapping?: boolean;
  47825. faceForward?: boolean;
  47826. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47827. private _onBeforeCameraRenderObserver;
  47828. private _changeImageMode;
  47829. /**
  47830. * Releases resources associated with this node.
  47831. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47832. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47833. */
  47834. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47835. }
  47836. }
  47837. declare module "babylonjs/Misc/rgbdTextureTools" {
  47838. import "babylonjs/Shaders/rgbdDecode.fragment";
  47839. import { Texture } from "babylonjs/Materials/Textures/texture";
  47840. /**
  47841. * Class used to host RGBD texture specific utilities
  47842. */
  47843. export class RGBDTextureTools {
  47844. /**
  47845. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47846. * @param texture the texture to expand.
  47847. */
  47848. static ExpandRGBDTexture(texture: Texture): void;
  47849. }
  47850. }
  47851. declare module "babylonjs/Misc/brdfTextureTools" {
  47852. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47853. import { Scene } from "babylonjs/scene";
  47854. /**
  47855. * Class used to host texture specific utilities
  47856. */
  47857. export class BRDFTextureTools {
  47858. /**
  47859. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47860. * @param scene defines the hosting scene
  47861. * @returns the environment BRDF texture
  47862. */
  47863. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47864. private static _environmentBRDFBase64Texture;
  47865. }
  47866. }
  47867. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47868. import { Nullable } from "babylonjs/types";
  47869. import { Color3 } from "babylonjs/Maths/math.color";
  47870. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47871. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47872. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47873. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47874. import { Engine } from "babylonjs/Engines/engine";
  47875. import { Scene } from "babylonjs/scene";
  47876. /**
  47877. * @hidden
  47878. */
  47879. export interface IMaterialClearCoatDefines {
  47880. CLEARCOAT: boolean;
  47881. CLEARCOAT_DEFAULTIOR: boolean;
  47882. CLEARCOAT_TEXTURE: boolean;
  47883. CLEARCOAT_TEXTUREDIRECTUV: number;
  47884. CLEARCOAT_BUMP: boolean;
  47885. CLEARCOAT_BUMPDIRECTUV: number;
  47886. CLEARCOAT_TINT: boolean;
  47887. CLEARCOAT_TINT_TEXTURE: boolean;
  47888. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47889. /** @hidden */
  47890. _areTexturesDirty: boolean;
  47891. }
  47892. /**
  47893. * Define the code related to the clear coat parameters of the pbr material.
  47894. */
  47895. export class PBRClearCoatConfiguration {
  47896. /**
  47897. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47898. * The default fits with a polyurethane material.
  47899. */
  47900. private static readonly _DefaultIndexOfRefraction;
  47901. private _isEnabled;
  47902. /**
  47903. * Defines if the clear coat is enabled in the material.
  47904. */
  47905. isEnabled: boolean;
  47906. /**
  47907. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47908. */
  47909. intensity: number;
  47910. /**
  47911. * Defines the clear coat layer roughness.
  47912. */
  47913. roughness: number;
  47914. private _indexOfRefraction;
  47915. /**
  47916. * Defines the index of refraction of the clear coat.
  47917. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47918. * The default fits with a polyurethane material.
  47919. * Changing the default value is more performance intensive.
  47920. */
  47921. indexOfRefraction: number;
  47922. private _texture;
  47923. /**
  47924. * Stores the clear coat values in a texture.
  47925. */
  47926. texture: Nullable<BaseTexture>;
  47927. private _bumpTexture;
  47928. /**
  47929. * Define the clear coat specific bump texture.
  47930. */
  47931. bumpTexture: Nullable<BaseTexture>;
  47932. private _isTintEnabled;
  47933. /**
  47934. * Defines if the clear coat tint is enabled in the material.
  47935. */
  47936. isTintEnabled: boolean;
  47937. /**
  47938. * Defines the clear coat tint of the material.
  47939. * This is only use if tint is enabled
  47940. */
  47941. tintColor: Color3;
  47942. /**
  47943. * Defines the distance at which the tint color should be found in the
  47944. * clear coat media.
  47945. * This is only use if tint is enabled
  47946. */
  47947. tintColorAtDistance: number;
  47948. /**
  47949. * Defines the clear coat layer thickness.
  47950. * This is only use if tint is enabled
  47951. */
  47952. tintThickness: number;
  47953. private _tintTexture;
  47954. /**
  47955. * Stores the clear tint values in a texture.
  47956. * rgb is tint
  47957. * a is a thickness factor
  47958. */
  47959. tintTexture: Nullable<BaseTexture>;
  47960. /** @hidden */
  47961. private _internalMarkAllSubMeshesAsTexturesDirty;
  47962. /** @hidden */
  47963. _markAllSubMeshesAsTexturesDirty(): void;
  47964. /**
  47965. * Instantiate a new istance of clear coat configuration.
  47966. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47967. */
  47968. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47969. /**
  47970. * Gets wehter the submesh is ready to be used or not.
  47971. * @param defines the list of "defines" to update.
  47972. * @param scene defines the scene the material belongs to.
  47973. * @param engine defines the engine the material belongs to.
  47974. * @param disableBumpMap defines wether the material disables bump or not.
  47975. * @returns - boolean indicating that the submesh is ready or not.
  47976. */
  47977. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47978. /**
  47979. * Checks to see if a texture is used in the material.
  47980. * @param defines the list of "defines" to update.
  47981. * @param scene defines the scene to the material belongs to.
  47982. */
  47983. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47984. /**
  47985. * Binds the material data.
  47986. * @param uniformBuffer defines the Uniform buffer to fill in.
  47987. * @param scene defines the scene the material belongs to.
  47988. * @param engine defines the engine the material belongs to.
  47989. * @param disableBumpMap defines wether the material disables bump or not.
  47990. * @param isFrozen defines wether the material is frozen or not.
  47991. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47992. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47993. */
  47994. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47995. /**
  47996. * Checks to see if a texture is used in the material.
  47997. * @param texture - Base texture to use.
  47998. * @returns - Boolean specifying if a texture is used in the material.
  47999. */
  48000. hasTexture(texture: BaseTexture): boolean;
  48001. /**
  48002. * Returns an array of the actively used textures.
  48003. * @param activeTextures Array of BaseTextures
  48004. */
  48005. getActiveTextures(activeTextures: BaseTexture[]): void;
  48006. /**
  48007. * Returns the animatable textures.
  48008. * @param animatables Array of animatable textures.
  48009. */
  48010. getAnimatables(animatables: IAnimatable[]): void;
  48011. /**
  48012. * Disposes the resources of the material.
  48013. * @param forceDisposeTextures - Forces the disposal of all textures.
  48014. */
  48015. dispose(forceDisposeTextures?: boolean): void;
  48016. /**
  48017. * Get the current class name of the texture useful for serialization or dynamic coding.
  48018. * @returns "PBRClearCoatConfiguration"
  48019. */
  48020. getClassName(): string;
  48021. /**
  48022. * Add fallbacks to the effect fallbacks list.
  48023. * @param defines defines the Base texture to use.
  48024. * @param fallbacks defines the current fallback list.
  48025. * @param currentRank defines the current fallback rank.
  48026. * @returns the new fallback rank.
  48027. */
  48028. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48029. /**
  48030. * Add the required uniforms to the current list.
  48031. * @param uniforms defines the current uniform list.
  48032. */
  48033. static AddUniforms(uniforms: string[]): void;
  48034. /**
  48035. * Add the required samplers to the current list.
  48036. * @param samplers defines the current sampler list.
  48037. */
  48038. static AddSamplers(samplers: string[]): void;
  48039. /**
  48040. * Add the required uniforms to the current buffer.
  48041. * @param uniformBuffer defines the current uniform buffer.
  48042. */
  48043. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48044. /**
  48045. * Makes a duplicate of the current configuration into another one.
  48046. * @param clearCoatConfiguration define the config where to copy the info
  48047. */
  48048. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48049. /**
  48050. * Serializes this clear coat configuration.
  48051. * @returns - An object with the serialized config.
  48052. */
  48053. serialize(): any;
  48054. /**
  48055. * Parses a anisotropy Configuration from a serialized object.
  48056. * @param source - Serialized object.
  48057. * @param scene Defines the scene we are parsing for
  48058. * @param rootUrl Defines the rootUrl to load from
  48059. */
  48060. parse(source: any, scene: Scene, rootUrl: string): void;
  48061. }
  48062. }
  48063. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48064. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48065. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48067. import { Vector2 } from "babylonjs/Maths/math.vector";
  48068. import { Scene } from "babylonjs/scene";
  48069. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48070. import { Nullable } from "babylonjs/types";
  48071. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48072. /**
  48073. * @hidden
  48074. */
  48075. export interface IMaterialAnisotropicDefines {
  48076. ANISOTROPIC: boolean;
  48077. ANISOTROPIC_TEXTURE: boolean;
  48078. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48079. MAINUV1: boolean;
  48080. _areTexturesDirty: boolean;
  48081. _needUVs: boolean;
  48082. }
  48083. /**
  48084. * Define the code related to the anisotropic parameters of the pbr material.
  48085. */
  48086. export class PBRAnisotropicConfiguration {
  48087. private _isEnabled;
  48088. /**
  48089. * Defines if the anisotropy is enabled in the material.
  48090. */
  48091. isEnabled: boolean;
  48092. /**
  48093. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48094. */
  48095. intensity: number;
  48096. /**
  48097. * Defines if the effect is along the tangents, bitangents or in between.
  48098. * By default, the effect is "strectching" the highlights along the tangents.
  48099. */
  48100. direction: Vector2;
  48101. private _texture;
  48102. /**
  48103. * Stores the anisotropy values in a texture.
  48104. * rg is direction (like normal from -1 to 1)
  48105. * b is a intensity
  48106. */
  48107. texture: Nullable<BaseTexture>;
  48108. /** @hidden */
  48109. private _internalMarkAllSubMeshesAsTexturesDirty;
  48110. /** @hidden */
  48111. _markAllSubMeshesAsTexturesDirty(): void;
  48112. /**
  48113. * Instantiate a new istance of anisotropy configuration.
  48114. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48115. */
  48116. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48117. /**
  48118. * Specifies that the submesh is ready to be used.
  48119. * @param defines the list of "defines" to update.
  48120. * @param scene defines the scene the material belongs to.
  48121. * @returns - boolean indicating that the submesh is ready or not.
  48122. */
  48123. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48124. /**
  48125. * Checks to see if a texture is used in the material.
  48126. * @param defines the list of "defines" to update.
  48127. * @param mesh the mesh we are preparing the defines for.
  48128. * @param scene defines the scene the material belongs to.
  48129. */
  48130. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48131. /**
  48132. * Binds the material data.
  48133. * @param uniformBuffer defines the Uniform buffer to fill in.
  48134. * @param scene defines the scene the material belongs to.
  48135. * @param isFrozen defines wether the material is frozen or not.
  48136. */
  48137. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48138. /**
  48139. * Checks to see if a texture is used in the material.
  48140. * @param texture - Base texture to use.
  48141. * @returns - Boolean specifying if a texture is used in the material.
  48142. */
  48143. hasTexture(texture: BaseTexture): boolean;
  48144. /**
  48145. * Returns an array of the actively used textures.
  48146. * @param activeTextures Array of BaseTextures
  48147. */
  48148. getActiveTextures(activeTextures: BaseTexture[]): void;
  48149. /**
  48150. * Returns the animatable textures.
  48151. * @param animatables Array of animatable textures.
  48152. */
  48153. getAnimatables(animatables: IAnimatable[]): void;
  48154. /**
  48155. * Disposes the resources of the material.
  48156. * @param forceDisposeTextures - Forces the disposal of all textures.
  48157. */
  48158. dispose(forceDisposeTextures?: boolean): void;
  48159. /**
  48160. * Get the current class name of the texture useful for serialization or dynamic coding.
  48161. * @returns "PBRAnisotropicConfiguration"
  48162. */
  48163. getClassName(): string;
  48164. /**
  48165. * Add fallbacks to the effect fallbacks list.
  48166. * @param defines defines the Base texture to use.
  48167. * @param fallbacks defines the current fallback list.
  48168. * @param currentRank defines the current fallback rank.
  48169. * @returns the new fallback rank.
  48170. */
  48171. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48172. /**
  48173. * Add the required uniforms to the current list.
  48174. * @param uniforms defines the current uniform list.
  48175. */
  48176. static AddUniforms(uniforms: string[]): void;
  48177. /**
  48178. * Add the required uniforms to the current buffer.
  48179. * @param uniformBuffer defines the current uniform buffer.
  48180. */
  48181. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48182. /**
  48183. * Add the required samplers to the current list.
  48184. * @param samplers defines the current sampler list.
  48185. */
  48186. static AddSamplers(samplers: string[]): void;
  48187. /**
  48188. * Makes a duplicate of the current configuration into another one.
  48189. * @param anisotropicConfiguration define the config where to copy the info
  48190. */
  48191. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48192. /**
  48193. * Serializes this anisotropy configuration.
  48194. * @returns - An object with the serialized config.
  48195. */
  48196. serialize(): any;
  48197. /**
  48198. * Parses a anisotropy Configuration from a serialized object.
  48199. * @param source - Serialized object.
  48200. * @param scene Defines the scene we are parsing for
  48201. * @param rootUrl Defines the rootUrl to load from
  48202. */
  48203. parse(source: any, scene: Scene, rootUrl: string): void;
  48204. }
  48205. }
  48206. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48207. import { Scene } from "babylonjs/scene";
  48208. /**
  48209. * @hidden
  48210. */
  48211. export interface IMaterialBRDFDefines {
  48212. BRDF_V_HEIGHT_CORRELATED: boolean;
  48213. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48214. SPHERICAL_HARMONICS: boolean;
  48215. /** @hidden */
  48216. _areMiscDirty: boolean;
  48217. }
  48218. /**
  48219. * Define the code related to the BRDF parameters of the pbr material.
  48220. */
  48221. export class PBRBRDFConfiguration {
  48222. /**
  48223. * Default value used for the energy conservation.
  48224. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48225. */
  48226. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48227. /**
  48228. * Default value used for the Smith Visibility Height Correlated mode.
  48229. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48230. */
  48231. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48232. /**
  48233. * Default value used for the IBL diffuse part.
  48234. * This can help switching back to the polynomials mode globally which is a tiny bit
  48235. * less GPU intensive at the drawback of a lower quality.
  48236. */
  48237. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48238. private _useEnergyConservation;
  48239. /**
  48240. * Defines if the material uses energy conservation.
  48241. */
  48242. useEnergyConservation: boolean;
  48243. private _useSmithVisibilityHeightCorrelated;
  48244. /**
  48245. * LEGACY Mode set to false
  48246. * Defines if the material uses height smith correlated visibility term.
  48247. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48248. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48249. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48250. * Not relying on height correlated will also disable energy conservation.
  48251. */
  48252. useSmithVisibilityHeightCorrelated: boolean;
  48253. private _useSphericalHarmonics;
  48254. /**
  48255. * LEGACY Mode set to false
  48256. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48257. * diffuse part of the IBL.
  48258. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48259. * to the ground truth.
  48260. */
  48261. useSphericalHarmonics: boolean;
  48262. /** @hidden */
  48263. private _internalMarkAllSubMeshesAsMiscDirty;
  48264. /** @hidden */
  48265. _markAllSubMeshesAsMiscDirty(): void;
  48266. /**
  48267. * Instantiate a new istance of clear coat configuration.
  48268. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48269. */
  48270. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48271. /**
  48272. * Checks to see if a texture is used in the material.
  48273. * @param defines the list of "defines" to update.
  48274. */
  48275. prepareDefines(defines: IMaterialBRDFDefines): void;
  48276. /**
  48277. * Get the current class name of the texture useful for serialization or dynamic coding.
  48278. * @returns "PBRClearCoatConfiguration"
  48279. */
  48280. getClassName(): string;
  48281. /**
  48282. * Makes a duplicate of the current configuration into another one.
  48283. * @param brdfConfiguration define the config where to copy the info
  48284. */
  48285. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48286. /**
  48287. * Serializes this BRDF configuration.
  48288. * @returns - An object with the serialized config.
  48289. */
  48290. serialize(): any;
  48291. /**
  48292. * Parses a anisotropy Configuration from a serialized object.
  48293. * @param source - Serialized object.
  48294. * @param scene Defines the scene we are parsing for
  48295. * @param rootUrl Defines the rootUrl to load from
  48296. */
  48297. parse(source: any, scene: Scene, rootUrl: string): void;
  48298. }
  48299. }
  48300. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48301. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48302. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48303. import { Color3 } from "babylonjs/Maths/math.color";
  48304. import { Scene } from "babylonjs/scene";
  48305. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48306. import { Nullable } from "babylonjs/types";
  48307. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48308. /**
  48309. * @hidden
  48310. */
  48311. export interface IMaterialSheenDefines {
  48312. SHEEN: boolean;
  48313. SHEEN_TEXTURE: boolean;
  48314. SHEEN_TEXTUREDIRECTUV: number;
  48315. SHEEN_LINKWITHALBEDO: boolean;
  48316. /** @hidden */
  48317. _areTexturesDirty: boolean;
  48318. }
  48319. /**
  48320. * Define the code related to the Sheen parameters of the pbr material.
  48321. */
  48322. export class PBRSheenConfiguration {
  48323. private _isEnabled;
  48324. /**
  48325. * Defines if the material uses sheen.
  48326. */
  48327. isEnabled: boolean;
  48328. private _linkSheenWithAlbedo;
  48329. /**
  48330. * Defines if the sheen is linked to the sheen color.
  48331. */
  48332. linkSheenWithAlbedo: boolean;
  48333. /**
  48334. * Defines the sheen intensity.
  48335. */
  48336. intensity: number;
  48337. /**
  48338. * Defines the sheen color.
  48339. */
  48340. color: Color3;
  48341. private _texture;
  48342. /**
  48343. * Stores the sheen tint values in a texture.
  48344. * rgb is tint
  48345. * a is a intensity
  48346. */
  48347. texture: Nullable<BaseTexture>;
  48348. /** @hidden */
  48349. private _internalMarkAllSubMeshesAsTexturesDirty;
  48350. /** @hidden */
  48351. _markAllSubMeshesAsTexturesDirty(): void;
  48352. /**
  48353. * Instantiate a new istance of clear coat configuration.
  48354. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48355. */
  48356. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48357. /**
  48358. * Specifies that the submesh is ready to be used.
  48359. * @param defines the list of "defines" to update.
  48360. * @param scene defines the scene the material belongs to.
  48361. * @returns - boolean indicating that the submesh is ready or not.
  48362. */
  48363. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48364. /**
  48365. * Checks to see if a texture is used in the material.
  48366. * @param defines the list of "defines" to update.
  48367. * @param scene defines the scene the material belongs to.
  48368. */
  48369. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48370. /**
  48371. * Binds the material data.
  48372. * @param uniformBuffer defines the Uniform buffer to fill in.
  48373. * @param scene defines the scene the material belongs to.
  48374. * @param isFrozen defines wether the material is frozen or not.
  48375. */
  48376. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48377. /**
  48378. * Checks to see if a texture is used in the material.
  48379. * @param texture - Base texture to use.
  48380. * @returns - Boolean specifying if a texture is used in the material.
  48381. */
  48382. hasTexture(texture: BaseTexture): boolean;
  48383. /**
  48384. * Returns an array of the actively used textures.
  48385. * @param activeTextures Array of BaseTextures
  48386. */
  48387. getActiveTextures(activeTextures: BaseTexture[]): void;
  48388. /**
  48389. * Returns the animatable textures.
  48390. * @param animatables Array of animatable textures.
  48391. */
  48392. getAnimatables(animatables: IAnimatable[]): void;
  48393. /**
  48394. * Disposes the resources of the material.
  48395. * @param forceDisposeTextures - Forces the disposal of all textures.
  48396. */
  48397. dispose(forceDisposeTextures?: boolean): void;
  48398. /**
  48399. * Get the current class name of the texture useful for serialization or dynamic coding.
  48400. * @returns "PBRSheenConfiguration"
  48401. */
  48402. getClassName(): string;
  48403. /**
  48404. * Add fallbacks to the effect fallbacks list.
  48405. * @param defines defines the Base texture to use.
  48406. * @param fallbacks defines the current fallback list.
  48407. * @param currentRank defines the current fallback rank.
  48408. * @returns the new fallback rank.
  48409. */
  48410. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48411. /**
  48412. * Add the required uniforms to the current list.
  48413. * @param uniforms defines the current uniform list.
  48414. */
  48415. static AddUniforms(uniforms: string[]): void;
  48416. /**
  48417. * Add the required uniforms to the current buffer.
  48418. * @param uniformBuffer defines the current uniform buffer.
  48419. */
  48420. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48421. /**
  48422. * Add the required samplers to the current list.
  48423. * @param samplers defines the current sampler list.
  48424. */
  48425. static AddSamplers(samplers: string[]): void;
  48426. /**
  48427. * Makes a duplicate of the current configuration into another one.
  48428. * @param sheenConfiguration define the config where to copy the info
  48429. */
  48430. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48431. /**
  48432. * Serializes this BRDF configuration.
  48433. * @returns - An object with the serialized config.
  48434. */
  48435. serialize(): any;
  48436. /**
  48437. * Parses a anisotropy Configuration from a serialized object.
  48438. * @param source - Serialized object.
  48439. * @param scene Defines the scene we are parsing for
  48440. * @param rootUrl Defines the rootUrl to load from
  48441. */
  48442. parse(source: any, scene: Scene, rootUrl: string): void;
  48443. }
  48444. }
  48445. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48446. import { Nullable } from "babylonjs/types";
  48447. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48448. import { Color3 } from "babylonjs/Maths/math.color";
  48449. import { SmartArray } from "babylonjs/Misc/smartArray";
  48450. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48451. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48452. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48453. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48454. import { Engine } from "babylonjs/Engines/engine";
  48455. import { Scene } from "babylonjs/scene";
  48456. /**
  48457. * @hidden
  48458. */
  48459. export interface IMaterialSubSurfaceDefines {
  48460. SUBSURFACE: boolean;
  48461. SS_REFRACTION: boolean;
  48462. SS_TRANSLUCENCY: boolean;
  48463. SS_SCATERRING: boolean;
  48464. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48465. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48466. SS_REFRACTIONMAP_3D: boolean;
  48467. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48468. SS_LODINREFRACTIONALPHA: boolean;
  48469. SS_GAMMAREFRACTION: boolean;
  48470. SS_RGBDREFRACTION: boolean;
  48471. SS_LINEARSPECULARREFRACTION: boolean;
  48472. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48473. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48474. /** @hidden */
  48475. _areTexturesDirty: boolean;
  48476. }
  48477. /**
  48478. * Define the code related to the sub surface parameters of the pbr material.
  48479. */
  48480. export class PBRSubSurfaceConfiguration {
  48481. private _isRefractionEnabled;
  48482. /**
  48483. * Defines if the refraction is enabled in the material.
  48484. */
  48485. isRefractionEnabled: boolean;
  48486. private _isTranslucencyEnabled;
  48487. /**
  48488. * Defines if the translucency is enabled in the material.
  48489. */
  48490. isTranslucencyEnabled: boolean;
  48491. private _isScatteringEnabled;
  48492. /**
  48493. * Defines the refraction intensity of the material.
  48494. * The refraction when enabled replaces the Diffuse part of the material.
  48495. * The intensity helps transitionning between diffuse and refraction.
  48496. */
  48497. refractionIntensity: number;
  48498. /**
  48499. * Defines the translucency intensity of the material.
  48500. * When translucency has been enabled, this defines how much of the "translucency"
  48501. * is addded to the diffuse part of the material.
  48502. */
  48503. translucencyIntensity: number;
  48504. /**
  48505. * Defines the scattering intensity of the material.
  48506. * When scattering has been enabled, this defines how much of the "scattered light"
  48507. * is addded to the diffuse part of the material.
  48508. */
  48509. scatteringIntensity: number;
  48510. private _thicknessTexture;
  48511. /**
  48512. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48513. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48514. * 0 would mean minimumThickness
  48515. * 1 would mean maximumThickness
  48516. * The other channels might be use as a mask to vary the different effects intensity.
  48517. */
  48518. thicknessTexture: Nullable<BaseTexture>;
  48519. private _refractionTexture;
  48520. /**
  48521. * Defines the texture to use for refraction.
  48522. */
  48523. refractionTexture: Nullable<BaseTexture>;
  48524. private _indexOfRefraction;
  48525. /**
  48526. * Defines the index of refraction used in the material.
  48527. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48528. */
  48529. indexOfRefraction: number;
  48530. private _invertRefractionY;
  48531. /**
  48532. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48533. */
  48534. invertRefractionY: boolean;
  48535. private _linkRefractionWithTransparency;
  48536. /**
  48537. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48538. * Materials half opaque for instance using refraction could benefit from this control.
  48539. */
  48540. linkRefractionWithTransparency: boolean;
  48541. /**
  48542. * Defines the minimum thickness stored in the thickness map.
  48543. * If no thickness map is defined, this value will be used to simulate thickness.
  48544. */
  48545. minimumThickness: number;
  48546. /**
  48547. * Defines the maximum thickness stored in the thickness map.
  48548. */
  48549. maximumThickness: number;
  48550. /**
  48551. * Defines the volume tint of the material.
  48552. * This is used for both translucency and scattering.
  48553. */
  48554. tintColor: Color3;
  48555. /**
  48556. * Defines the distance at which the tint color should be found in the media.
  48557. * This is used for refraction only.
  48558. */
  48559. tintColorAtDistance: number;
  48560. /**
  48561. * Defines how far each channel transmit through the media.
  48562. * It is defined as a color to simplify it selection.
  48563. */
  48564. diffusionDistance: Color3;
  48565. private _useMaskFromThicknessTexture;
  48566. /**
  48567. * Stores the intensity of the different subsurface effects in the thickness texture.
  48568. * * the green channel is the translucency intensity.
  48569. * * the blue channel is the scattering intensity.
  48570. * * the alpha channel is the refraction intensity.
  48571. */
  48572. useMaskFromThicknessTexture: boolean;
  48573. /** @hidden */
  48574. private _internalMarkAllSubMeshesAsTexturesDirty;
  48575. /** @hidden */
  48576. _markAllSubMeshesAsTexturesDirty(): void;
  48577. /**
  48578. * Instantiate a new istance of sub surface configuration.
  48579. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48580. */
  48581. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48582. /**
  48583. * Gets wehter the submesh is ready to be used or not.
  48584. * @param defines the list of "defines" to update.
  48585. * @param scene defines the scene the material belongs to.
  48586. * @returns - boolean indicating that the submesh is ready or not.
  48587. */
  48588. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48589. /**
  48590. * Checks to see if a texture is used in the material.
  48591. * @param defines the list of "defines" to update.
  48592. * @param scene defines the scene to the material belongs to.
  48593. */
  48594. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48595. /**
  48596. * Binds the material data.
  48597. * @param uniformBuffer defines the Uniform buffer to fill in.
  48598. * @param scene defines the scene the material belongs to.
  48599. * @param engine defines the engine the material belongs to.
  48600. * @param isFrozen defines wether the material is frozen or not.
  48601. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48602. */
  48603. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48604. /**
  48605. * Unbinds the material from the mesh.
  48606. * @param activeEffect defines the effect that should be unbound from.
  48607. * @returns true if unbound, otherwise false
  48608. */
  48609. unbind(activeEffect: Effect): boolean;
  48610. /**
  48611. * Returns the texture used for refraction or null if none is used.
  48612. * @param scene defines the scene the material belongs to.
  48613. * @returns - Refraction texture if present. If no refraction texture and refraction
  48614. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48615. */
  48616. private _getRefractionTexture;
  48617. /**
  48618. * Returns true if alpha blending should be disabled.
  48619. */
  48620. readonly disableAlphaBlending: boolean;
  48621. /**
  48622. * Fills the list of render target textures.
  48623. * @param renderTargets the list of render targets to update
  48624. */
  48625. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48626. /**
  48627. * Checks to see if a texture is used in the material.
  48628. * @param texture - Base texture to use.
  48629. * @returns - Boolean specifying if a texture is used in the material.
  48630. */
  48631. hasTexture(texture: BaseTexture): boolean;
  48632. /**
  48633. * Gets a boolean indicating that current material needs to register RTT
  48634. * @returns true if this uses a render target otherwise false.
  48635. */
  48636. hasRenderTargetTextures(): boolean;
  48637. /**
  48638. * Returns an array of the actively used textures.
  48639. * @param activeTextures Array of BaseTextures
  48640. */
  48641. getActiveTextures(activeTextures: BaseTexture[]): void;
  48642. /**
  48643. * Returns the animatable textures.
  48644. * @param animatables Array of animatable textures.
  48645. */
  48646. getAnimatables(animatables: IAnimatable[]): void;
  48647. /**
  48648. * Disposes the resources of the material.
  48649. * @param forceDisposeTextures - Forces the disposal of all textures.
  48650. */
  48651. dispose(forceDisposeTextures?: boolean): void;
  48652. /**
  48653. * Get the current class name of the texture useful for serialization or dynamic coding.
  48654. * @returns "PBRSubSurfaceConfiguration"
  48655. */
  48656. getClassName(): string;
  48657. /**
  48658. * Add fallbacks to the effect fallbacks list.
  48659. * @param defines defines the Base texture to use.
  48660. * @param fallbacks defines the current fallback list.
  48661. * @param currentRank defines the current fallback rank.
  48662. * @returns the new fallback rank.
  48663. */
  48664. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48665. /**
  48666. * Add the required uniforms to the current list.
  48667. * @param uniforms defines the current uniform list.
  48668. */
  48669. static AddUniforms(uniforms: string[]): void;
  48670. /**
  48671. * Add the required samplers to the current list.
  48672. * @param samplers defines the current sampler list.
  48673. */
  48674. static AddSamplers(samplers: string[]): void;
  48675. /**
  48676. * Add the required uniforms to the current buffer.
  48677. * @param uniformBuffer defines the current uniform buffer.
  48678. */
  48679. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48680. /**
  48681. * Makes a duplicate of the current configuration into another one.
  48682. * @param configuration define the config where to copy the info
  48683. */
  48684. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48685. /**
  48686. * Serializes this Sub Surface configuration.
  48687. * @returns - An object with the serialized config.
  48688. */
  48689. serialize(): any;
  48690. /**
  48691. * Parses a anisotropy Configuration from a serialized object.
  48692. * @param source - Serialized object.
  48693. * @param scene Defines the scene we are parsing for
  48694. * @param rootUrl Defines the rootUrl to load from
  48695. */
  48696. parse(source: any, scene: Scene, rootUrl: string): void;
  48697. }
  48698. }
  48699. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48700. /** @hidden */
  48701. export var pbrFragmentDeclaration: {
  48702. name: string;
  48703. shader: string;
  48704. };
  48705. }
  48706. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48707. /** @hidden */
  48708. export var pbrUboDeclaration: {
  48709. name: string;
  48710. shader: string;
  48711. };
  48712. }
  48713. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48714. /** @hidden */
  48715. export var pbrFragmentExtraDeclaration: {
  48716. name: string;
  48717. shader: string;
  48718. };
  48719. }
  48720. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48721. /** @hidden */
  48722. export var pbrFragmentSamplersDeclaration: {
  48723. name: string;
  48724. shader: string;
  48725. };
  48726. }
  48727. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48728. /** @hidden */
  48729. export var pbrHelperFunctions: {
  48730. name: string;
  48731. shader: string;
  48732. };
  48733. }
  48734. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48735. /** @hidden */
  48736. export var harmonicsFunctions: {
  48737. name: string;
  48738. shader: string;
  48739. };
  48740. }
  48741. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48742. /** @hidden */
  48743. export var pbrDirectLightingSetupFunctions: {
  48744. name: string;
  48745. shader: string;
  48746. };
  48747. }
  48748. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48749. /** @hidden */
  48750. export var pbrDirectLightingFalloffFunctions: {
  48751. name: string;
  48752. shader: string;
  48753. };
  48754. }
  48755. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48756. /** @hidden */
  48757. export var pbrBRDFFunctions: {
  48758. name: string;
  48759. shader: string;
  48760. };
  48761. }
  48762. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48763. /** @hidden */
  48764. export var pbrDirectLightingFunctions: {
  48765. name: string;
  48766. shader: string;
  48767. };
  48768. }
  48769. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48770. /** @hidden */
  48771. export var pbrIBLFunctions: {
  48772. name: string;
  48773. shader: string;
  48774. };
  48775. }
  48776. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48777. /** @hidden */
  48778. export var pbrDebug: {
  48779. name: string;
  48780. shader: string;
  48781. };
  48782. }
  48783. declare module "babylonjs/Shaders/pbr.fragment" {
  48784. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48785. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48786. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48787. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48788. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48789. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48790. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48791. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48792. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48793. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48794. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48795. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48796. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48797. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48798. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48799. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48800. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48801. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48802. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48803. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48804. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48805. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48806. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48807. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48808. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48809. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48810. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48811. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48812. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48813. /** @hidden */
  48814. export var pbrPixelShader: {
  48815. name: string;
  48816. shader: string;
  48817. };
  48818. }
  48819. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48820. /** @hidden */
  48821. export var pbrVertexDeclaration: {
  48822. name: string;
  48823. shader: string;
  48824. };
  48825. }
  48826. declare module "babylonjs/Shaders/pbr.vertex" {
  48827. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48828. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48829. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48830. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48831. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48832. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48833. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48834. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48835. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48836. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48837. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48838. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48839. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48840. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48841. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48842. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48843. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48844. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48845. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48846. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48847. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48848. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48849. /** @hidden */
  48850. export var pbrVertexShader: {
  48851. name: string;
  48852. shader: string;
  48853. };
  48854. }
  48855. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48856. import { Nullable } from "babylonjs/types";
  48857. import { Scene } from "babylonjs/scene";
  48858. import { Matrix } from "babylonjs/Maths/math.vector";
  48859. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48860. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48861. import { Mesh } from "babylonjs/Meshes/mesh";
  48862. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48863. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48864. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48865. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48866. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48867. import { Color3 } from "babylonjs/Maths/math.color";
  48868. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48869. import { Material } from "babylonjs/Materials/material";
  48870. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48871. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48872. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48873. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48874. import "babylonjs/Shaders/pbr.fragment";
  48875. import "babylonjs/Shaders/pbr.vertex";
  48876. /**
  48877. * Manages the defines for the PBR Material.
  48878. * @hidden
  48879. */
  48880. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48881. PBR: boolean;
  48882. MAINUV1: boolean;
  48883. MAINUV2: boolean;
  48884. UV1: boolean;
  48885. UV2: boolean;
  48886. ALBEDO: boolean;
  48887. ALBEDODIRECTUV: number;
  48888. VERTEXCOLOR: boolean;
  48889. AMBIENT: boolean;
  48890. AMBIENTDIRECTUV: number;
  48891. AMBIENTINGRAYSCALE: boolean;
  48892. OPACITY: boolean;
  48893. VERTEXALPHA: boolean;
  48894. OPACITYDIRECTUV: number;
  48895. OPACITYRGB: boolean;
  48896. ALPHATEST: boolean;
  48897. DEPTHPREPASS: boolean;
  48898. ALPHABLEND: boolean;
  48899. ALPHAFROMALBEDO: boolean;
  48900. ALPHATESTVALUE: string;
  48901. SPECULAROVERALPHA: boolean;
  48902. RADIANCEOVERALPHA: boolean;
  48903. ALPHAFRESNEL: boolean;
  48904. LINEARALPHAFRESNEL: boolean;
  48905. PREMULTIPLYALPHA: boolean;
  48906. EMISSIVE: boolean;
  48907. EMISSIVEDIRECTUV: number;
  48908. REFLECTIVITY: boolean;
  48909. REFLECTIVITYDIRECTUV: number;
  48910. SPECULARTERM: boolean;
  48911. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48912. MICROSURFACEAUTOMATIC: boolean;
  48913. LODBASEDMICROSFURACE: boolean;
  48914. MICROSURFACEMAP: boolean;
  48915. MICROSURFACEMAPDIRECTUV: number;
  48916. METALLICWORKFLOW: boolean;
  48917. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48918. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48919. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48920. AOSTOREINMETALMAPRED: boolean;
  48921. ENVIRONMENTBRDF: boolean;
  48922. ENVIRONMENTBRDF_RGBD: boolean;
  48923. NORMAL: boolean;
  48924. TANGENT: boolean;
  48925. BUMP: boolean;
  48926. BUMPDIRECTUV: number;
  48927. OBJECTSPACE_NORMALMAP: boolean;
  48928. PARALLAX: boolean;
  48929. PARALLAXOCCLUSION: boolean;
  48930. NORMALXYSCALE: boolean;
  48931. LIGHTMAP: boolean;
  48932. LIGHTMAPDIRECTUV: number;
  48933. USELIGHTMAPASSHADOWMAP: boolean;
  48934. GAMMALIGHTMAP: boolean;
  48935. RGBDLIGHTMAP: boolean;
  48936. REFLECTION: boolean;
  48937. REFLECTIONMAP_3D: boolean;
  48938. REFLECTIONMAP_SPHERICAL: boolean;
  48939. REFLECTIONMAP_PLANAR: boolean;
  48940. REFLECTIONMAP_CUBIC: boolean;
  48941. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48942. REFLECTIONMAP_PROJECTION: boolean;
  48943. REFLECTIONMAP_SKYBOX: boolean;
  48944. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48945. REFLECTIONMAP_EXPLICIT: boolean;
  48946. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48947. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48948. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48949. INVERTCUBICMAP: boolean;
  48950. USESPHERICALFROMREFLECTIONMAP: boolean;
  48951. USEIRRADIANCEMAP: boolean;
  48952. SPHERICAL_HARMONICS: boolean;
  48953. USESPHERICALINVERTEX: boolean;
  48954. REFLECTIONMAP_OPPOSITEZ: boolean;
  48955. LODINREFLECTIONALPHA: boolean;
  48956. GAMMAREFLECTION: boolean;
  48957. RGBDREFLECTION: boolean;
  48958. LINEARSPECULARREFLECTION: boolean;
  48959. RADIANCEOCCLUSION: boolean;
  48960. HORIZONOCCLUSION: boolean;
  48961. INSTANCES: boolean;
  48962. NUM_BONE_INFLUENCERS: number;
  48963. BonesPerMesh: number;
  48964. BONETEXTURE: boolean;
  48965. NONUNIFORMSCALING: boolean;
  48966. MORPHTARGETS: boolean;
  48967. MORPHTARGETS_NORMAL: boolean;
  48968. MORPHTARGETS_TANGENT: boolean;
  48969. MORPHTARGETS_UV: boolean;
  48970. NUM_MORPH_INFLUENCERS: number;
  48971. IMAGEPROCESSING: boolean;
  48972. VIGNETTE: boolean;
  48973. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48974. VIGNETTEBLENDMODEOPAQUE: boolean;
  48975. TONEMAPPING: boolean;
  48976. TONEMAPPING_ACES: boolean;
  48977. CONTRAST: boolean;
  48978. COLORCURVES: boolean;
  48979. COLORGRADING: boolean;
  48980. COLORGRADING3D: boolean;
  48981. SAMPLER3DGREENDEPTH: boolean;
  48982. SAMPLER3DBGRMAP: boolean;
  48983. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48984. EXPOSURE: boolean;
  48985. MULTIVIEW: boolean;
  48986. USEPHYSICALLIGHTFALLOFF: boolean;
  48987. USEGLTFLIGHTFALLOFF: boolean;
  48988. TWOSIDEDLIGHTING: boolean;
  48989. SHADOWFLOAT: boolean;
  48990. CLIPPLANE: boolean;
  48991. CLIPPLANE2: boolean;
  48992. CLIPPLANE3: boolean;
  48993. CLIPPLANE4: boolean;
  48994. POINTSIZE: boolean;
  48995. FOG: boolean;
  48996. LOGARITHMICDEPTH: boolean;
  48997. FORCENORMALFORWARD: boolean;
  48998. SPECULARAA: boolean;
  48999. CLEARCOAT: boolean;
  49000. CLEARCOAT_DEFAULTIOR: boolean;
  49001. CLEARCOAT_TEXTURE: boolean;
  49002. CLEARCOAT_TEXTUREDIRECTUV: number;
  49003. CLEARCOAT_BUMP: boolean;
  49004. CLEARCOAT_BUMPDIRECTUV: number;
  49005. CLEARCOAT_TINT: boolean;
  49006. CLEARCOAT_TINT_TEXTURE: boolean;
  49007. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49008. ANISOTROPIC: boolean;
  49009. ANISOTROPIC_TEXTURE: boolean;
  49010. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49011. BRDF_V_HEIGHT_CORRELATED: boolean;
  49012. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49013. SHEEN: boolean;
  49014. SHEEN_TEXTURE: boolean;
  49015. SHEEN_TEXTUREDIRECTUV: number;
  49016. SHEEN_LINKWITHALBEDO: boolean;
  49017. SUBSURFACE: boolean;
  49018. SS_REFRACTION: boolean;
  49019. SS_TRANSLUCENCY: boolean;
  49020. SS_SCATERRING: boolean;
  49021. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49022. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49023. SS_REFRACTIONMAP_3D: boolean;
  49024. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49025. SS_LODINREFRACTIONALPHA: boolean;
  49026. SS_GAMMAREFRACTION: boolean;
  49027. SS_RGBDREFRACTION: boolean;
  49028. SS_LINEARSPECULARREFRACTION: boolean;
  49029. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49030. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49031. UNLIT: boolean;
  49032. DEBUGMODE: number;
  49033. /**
  49034. * Initializes the PBR Material defines.
  49035. */
  49036. constructor();
  49037. /**
  49038. * Resets the PBR Material defines.
  49039. */
  49040. reset(): void;
  49041. }
  49042. /**
  49043. * The Physically based material base class of BJS.
  49044. *
  49045. * This offers the main features of a standard PBR material.
  49046. * For more information, please refer to the documentation :
  49047. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49048. */
  49049. export abstract class PBRBaseMaterial extends PushMaterial {
  49050. /**
  49051. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49052. */
  49053. static readonly PBRMATERIAL_OPAQUE: number;
  49054. /**
  49055. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49056. */
  49057. static readonly PBRMATERIAL_ALPHATEST: number;
  49058. /**
  49059. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49060. */
  49061. static readonly PBRMATERIAL_ALPHABLEND: number;
  49062. /**
  49063. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49064. * They are also discarded below the alpha cutoff threshold to improve performances.
  49065. */
  49066. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49067. /**
  49068. * Defines the default value of how much AO map is occluding the analytical lights
  49069. * (point spot...).
  49070. */
  49071. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49072. /**
  49073. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49074. */
  49075. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49076. /**
  49077. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49078. * to enhance interoperability with other engines.
  49079. */
  49080. static readonly LIGHTFALLOFF_GLTF: number;
  49081. /**
  49082. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49083. * to enhance interoperability with other materials.
  49084. */
  49085. static readonly LIGHTFALLOFF_STANDARD: number;
  49086. /**
  49087. * Intensity of the direct lights e.g. the four lights available in your scene.
  49088. * This impacts both the direct diffuse and specular highlights.
  49089. */
  49090. protected _directIntensity: number;
  49091. /**
  49092. * Intensity of the emissive part of the material.
  49093. * This helps controlling the emissive effect without modifying the emissive color.
  49094. */
  49095. protected _emissiveIntensity: number;
  49096. /**
  49097. * Intensity of the environment e.g. how much the environment will light the object
  49098. * either through harmonics for rough material or through the refelction for shiny ones.
  49099. */
  49100. protected _environmentIntensity: number;
  49101. /**
  49102. * This is a special control allowing the reduction of the specular highlights coming from the
  49103. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49104. */
  49105. protected _specularIntensity: number;
  49106. /**
  49107. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49108. */
  49109. private _lightingInfos;
  49110. /**
  49111. * Debug Control allowing disabling the bump map on this material.
  49112. */
  49113. protected _disableBumpMap: boolean;
  49114. /**
  49115. * AKA Diffuse Texture in standard nomenclature.
  49116. */
  49117. protected _albedoTexture: Nullable<BaseTexture>;
  49118. /**
  49119. * AKA Occlusion Texture in other nomenclature.
  49120. */
  49121. protected _ambientTexture: Nullable<BaseTexture>;
  49122. /**
  49123. * AKA Occlusion Texture Intensity in other nomenclature.
  49124. */
  49125. protected _ambientTextureStrength: number;
  49126. /**
  49127. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49128. * 1 means it completely occludes it
  49129. * 0 mean it has no impact
  49130. */
  49131. protected _ambientTextureImpactOnAnalyticalLights: number;
  49132. /**
  49133. * Stores the alpha values in a texture.
  49134. */
  49135. protected _opacityTexture: Nullable<BaseTexture>;
  49136. /**
  49137. * Stores the reflection values in a texture.
  49138. */
  49139. protected _reflectionTexture: Nullable<BaseTexture>;
  49140. /**
  49141. * Stores the emissive values in a texture.
  49142. */
  49143. protected _emissiveTexture: Nullable<BaseTexture>;
  49144. /**
  49145. * AKA Specular texture in other nomenclature.
  49146. */
  49147. protected _reflectivityTexture: Nullable<BaseTexture>;
  49148. /**
  49149. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49150. */
  49151. protected _metallicTexture: Nullable<BaseTexture>;
  49152. /**
  49153. * Specifies the metallic scalar of the metallic/roughness workflow.
  49154. * Can also be used to scale the metalness values of the metallic texture.
  49155. */
  49156. protected _metallic: Nullable<number>;
  49157. /**
  49158. * Specifies the roughness scalar of the metallic/roughness workflow.
  49159. * Can also be used to scale the roughness values of the metallic texture.
  49160. */
  49161. protected _roughness: Nullable<number>;
  49162. /**
  49163. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49164. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49165. */
  49166. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49167. /**
  49168. * Stores surface normal data used to displace a mesh in a texture.
  49169. */
  49170. protected _bumpTexture: Nullable<BaseTexture>;
  49171. /**
  49172. * Stores the pre-calculated light information of a mesh in a texture.
  49173. */
  49174. protected _lightmapTexture: Nullable<BaseTexture>;
  49175. /**
  49176. * The color of a material in ambient lighting.
  49177. */
  49178. protected _ambientColor: Color3;
  49179. /**
  49180. * AKA Diffuse Color in other nomenclature.
  49181. */
  49182. protected _albedoColor: Color3;
  49183. /**
  49184. * AKA Specular Color in other nomenclature.
  49185. */
  49186. protected _reflectivityColor: Color3;
  49187. /**
  49188. * The color applied when light is reflected from a material.
  49189. */
  49190. protected _reflectionColor: Color3;
  49191. /**
  49192. * The color applied when light is emitted from a material.
  49193. */
  49194. protected _emissiveColor: Color3;
  49195. /**
  49196. * AKA Glossiness in other nomenclature.
  49197. */
  49198. protected _microSurface: number;
  49199. /**
  49200. * Specifies that the material will use the light map as a show map.
  49201. */
  49202. protected _useLightmapAsShadowmap: boolean;
  49203. /**
  49204. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49205. * makes the reflect vector face the model (under horizon).
  49206. */
  49207. protected _useHorizonOcclusion: boolean;
  49208. /**
  49209. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49210. * too much the area relying on ambient texture to define their ambient occlusion.
  49211. */
  49212. protected _useRadianceOcclusion: boolean;
  49213. /**
  49214. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49215. */
  49216. protected _useAlphaFromAlbedoTexture: boolean;
  49217. /**
  49218. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49219. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49220. */
  49221. protected _useSpecularOverAlpha: boolean;
  49222. /**
  49223. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49224. */
  49225. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49226. /**
  49227. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49228. */
  49229. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49230. /**
  49231. * Specifies if the metallic texture contains the roughness information in its green channel.
  49232. */
  49233. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49234. /**
  49235. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49236. */
  49237. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49238. /**
  49239. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49240. */
  49241. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49242. /**
  49243. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49244. */
  49245. protected _useAmbientInGrayScale: boolean;
  49246. /**
  49247. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49248. * The material will try to infer what glossiness each pixel should be.
  49249. */
  49250. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49251. /**
  49252. * Defines the falloff type used in this material.
  49253. * It by default is Physical.
  49254. */
  49255. protected _lightFalloff: number;
  49256. /**
  49257. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49258. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49259. */
  49260. protected _useRadianceOverAlpha: boolean;
  49261. /**
  49262. * Allows using an object space normal map (instead of tangent space).
  49263. */
  49264. protected _useObjectSpaceNormalMap: boolean;
  49265. /**
  49266. * Allows using the bump map in parallax mode.
  49267. */
  49268. protected _useParallax: boolean;
  49269. /**
  49270. * Allows using the bump map in parallax occlusion mode.
  49271. */
  49272. protected _useParallaxOcclusion: boolean;
  49273. /**
  49274. * Controls the scale bias of the parallax mode.
  49275. */
  49276. protected _parallaxScaleBias: number;
  49277. /**
  49278. * If sets to true, disables all the lights affecting the material.
  49279. */
  49280. protected _disableLighting: boolean;
  49281. /**
  49282. * Number of Simultaneous lights allowed on the material.
  49283. */
  49284. protected _maxSimultaneousLights: number;
  49285. /**
  49286. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49287. */
  49288. protected _invertNormalMapX: boolean;
  49289. /**
  49290. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49291. */
  49292. protected _invertNormalMapY: boolean;
  49293. /**
  49294. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49295. */
  49296. protected _twoSidedLighting: boolean;
  49297. /**
  49298. * Defines the alpha limits in alpha test mode.
  49299. */
  49300. protected _alphaCutOff: number;
  49301. /**
  49302. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49303. */
  49304. protected _forceAlphaTest: boolean;
  49305. /**
  49306. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49307. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49308. */
  49309. protected _useAlphaFresnel: boolean;
  49310. /**
  49311. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49312. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49313. */
  49314. protected _useLinearAlphaFresnel: boolean;
  49315. /**
  49316. * The transparency mode of the material.
  49317. */
  49318. protected _transparencyMode: Nullable<number>;
  49319. /**
  49320. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49321. * from cos thetav and roughness:
  49322. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49323. */
  49324. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49325. /**
  49326. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49327. */
  49328. protected _forceIrradianceInFragment: boolean;
  49329. /**
  49330. * Force normal to face away from face.
  49331. */
  49332. protected _forceNormalForward: boolean;
  49333. /**
  49334. * Enables specular anti aliasing in the PBR shader.
  49335. * It will both interacts on the Geometry for analytical and IBL lighting.
  49336. * It also prefilter the roughness map based on the bump values.
  49337. */
  49338. protected _enableSpecularAntiAliasing: boolean;
  49339. /**
  49340. * Default configuration related to image processing available in the PBR Material.
  49341. */
  49342. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49343. /**
  49344. * Keep track of the image processing observer to allow dispose and replace.
  49345. */
  49346. private _imageProcessingObserver;
  49347. /**
  49348. * Attaches a new image processing configuration to the PBR Material.
  49349. * @param configuration
  49350. */
  49351. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49352. /**
  49353. * Stores the available render targets.
  49354. */
  49355. private _renderTargets;
  49356. /**
  49357. * Sets the global ambient color for the material used in lighting calculations.
  49358. */
  49359. private _globalAmbientColor;
  49360. /**
  49361. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49362. */
  49363. private _useLogarithmicDepth;
  49364. /**
  49365. * If set to true, no lighting calculations will be applied.
  49366. */
  49367. private _unlit;
  49368. private _debugMode;
  49369. /**
  49370. * @hidden
  49371. * This is reserved for the inspector.
  49372. * Defines the material debug mode.
  49373. * It helps seeing only some components of the material while troubleshooting.
  49374. */
  49375. debugMode: number;
  49376. /**
  49377. * @hidden
  49378. * This is reserved for the inspector.
  49379. * Specify from where on screen the debug mode should start.
  49380. * The value goes from -1 (full screen) to 1 (not visible)
  49381. * It helps with side by side comparison against the final render
  49382. * This defaults to -1
  49383. */
  49384. private debugLimit;
  49385. /**
  49386. * @hidden
  49387. * This is reserved for the inspector.
  49388. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49389. * You can use the factor to better multiply the final value.
  49390. */
  49391. private debugFactor;
  49392. /**
  49393. * Defines the clear coat layer parameters for the material.
  49394. */
  49395. readonly clearCoat: PBRClearCoatConfiguration;
  49396. /**
  49397. * Defines the anisotropic parameters for the material.
  49398. */
  49399. readonly anisotropy: PBRAnisotropicConfiguration;
  49400. /**
  49401. * Defines the BRDF parameters for the material.
  49402. */
  49403. readonly brdf: PBRBRDFConfiguration;
  49404. /**
  49405. * Defines the Sheen parameters for the material.
  49406. */
  49407. readonly sheen: PBRSheenConfiguration;
  49408. /**
  49409. * Defines the SubSurface parameters for the material.
  49410. */
  49411. readonly subSurface: PBRSubSurfaceConfiguration;
  49412. /**
  49413. * Custom callback helping to override the default shader used in the material.
  49414. */
  49415. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49416. protected _rebuildInParallel: boolean;
  49417. /**
  49418. * Instantiates a new PBRMaterial instance.
  49419. *
  49420. * @param name The material name
  49421. * @param scene The scene the material will be use in.
  49422. */
  49423. constructor(name: string, scene: Scene);
  49424. /**
  49425. * Gets a boolean indicating that current material needs to register RTT
  49426. */
  49427. readonly hasRenderTargetTextures: boolean;
  49428. /**
  49429. * Gets the name of the material class.
  49430. */
  49431. getClassName(): string;
  49432. /**
  49433. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49434. */
  49435. /**
  49436. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49437. */
  49438. useLogarithmicDepth: boolean;
  49439. /**
  49440. * Gets the current transparency mode.
  49441. */
  49442. /**
  49443. * Sets the transparency mode of the material.
  49444. *
  49445. * | Value | Type | Description |
  49446. * | ----- | ----------------------------------- | ----------- |
  49447. * | 0 | OPAQUE | |
  49448. * | 1 | ALPHATEST | |
  49449. * | 2 | ALPHABLEND | |
  49450. * | 3 | ALPHATESTANDBLEND | |
  49451. *
  49452. */
  49453. transparencyMode: Nullable<number>;
  49454. /**
  49455. * Returns true if alpha blending should be disabled.
  49456. */
  49457. private readonly _disableAlphaBlending;
  49458. /**
  49459. * Specifies whether or not this material should be rendered in alpha blend mode.
  49460. */
  49461. needAlphaBlending(): boolean;
  49462. /**
  49463. * Specifies if the mesh will require alpha blending.
  49464. * @param mesh - BJS mesh.
  49465. */
  49466. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49467. /**
  49468. * Specifies whether or not this material should be rendered in alpha test mode.
  49469. */
  49470. needAlphaTesting(): boolean;
  49471. /**
  49472. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49473. */
  49474. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49475. /**
  49476. * Gets the texture used for the alpha test.
  49477. */
  49478. getAlphaTestTexture(): Nullable<BaseTexture>;
  49479. /**
  49480. * Specifies that the submesh is ready to be used.
  49481. * @param mesh - BJS mesh.
  49482. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49483. * @param useInstances - Specifies that instances should be used.
  49484. * @returns - boolean indicating that the submesh is ready or not.
  49485. */
  49486. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49487. /**
  49488. * Specifies if the material uses metallic roughness workflow.
  49489. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49490. */
  49491. isMetallicWorkflow(): boolean;
  49492. private _prepareEffect;
  49493. private _prepareDefines;
  49494. /**
  49495. * Force shader compilation
  49496. */
  49497. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49498. clipPlane: boolean;
  49499. }>): void;
  49500. /**
  49501. * Initializes the uniform buffer layout for the shader.
  49502. */
  49503. buildUniformLayout(): void;
  49504. /**
  49505. * Unbinds the material from the mesh
  49506. */
  49507. unbind(): void;
  49508. /**
  49509. * Binds the submesh data.
  49510. * @param world - The world matrix.
  49511. * @param mesh - The BJS mesh.
  49512. * @param subMesh - A submesh of the BJS mesh.
  49513. */
  49514. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49515. /**
  49516. * Returns the animatable textures.
  49517. * @returns - Array of animatable textures.
  49518. */
  49519. getAnimatables(): IAnimatable[];
  49520. /**
  49521. * Returns the texture used for reflections.
  49522. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49523. */
  49524. private _getReflectionTexture;
  49525. /**
  49526. * Returns an array of the actively used textures.
  49527. * @returns - Array of BaseTextures
  49528. */
  49529. getActiveTextures(): BaseTexture[];
  49530. /**
  49531. * Checks to see if a texture is used in the material.
  49532. * @param texture - Base texture to use.
  49533. * @returns - Boolean specifying if a texture is used in the material.
  49534. */
  49535. hasTexture(texture: BaseTexture): boolean;
  49536. /**
  49537. * Disposes the resources of the material.
  49538. * @param forceDisposeEffect - Forces the disposal of effects.
  49539. * @param forceDisposeTextures - Forces the disposal of all textures.
  49540. */
  49541. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49542. }
  49543. }
  49544. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49545. import { Nullable } from "babylonjs/types";
  49546. import { Scene } from "babylonjs/scene";
  49547. import { Color3 } from "babylonjs/Maths/math.color";
  49548. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49549. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49550. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49551. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49552. /**
  49553. * The Physically based material of BJS.
  49554. *
  49555. * This offers the main features of a standard PBR material.
  49556. * For more information, please refer to the documentation :
  49557. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49558. */
  49559. export class PBRMaterial extends PBRBaseMaterial {
  49560. /**
  49561. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49562. */
  49563. static readonly PBRMATERIAL_OPAQUE: number;
  49564. /**
  49565. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49566. */
  49567. static readonly PBRMATERIAL_ALPHATEST: number;
  49568. /**
  49569. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49570. */
  49571. static readonly PBRMATERIAL_ALPHABLEND: number;
  49572. /**
  49573. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49574. * They are also discarded below the alpha cutoff threshold to improve performances.
  49575. */
  49576. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49577. /**
  49578. * Defines the default value of how much AO map is occluding the analytical lights
  49579. * (point spot...).
  49580. */
  49581. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49582. /**
  49583. * Intensity of the direct lights e.g. the four lights available in your scene.
  49584. * This impacts both the direct diffuse and specular highlights.
  49585. */
  49586. directIntensity: number;
  49587. /**
  49588. * Intensity of the emissive part of the material.
  49589. * This helps controlling the emissive effect without modifying the emissive color.
  49590. */
  49591. emissiveIntensity: number;
  49592. /**
  49593. * Intensity of the environment e.g. how much the environment will light the object
  49594. * either through harmonics for rough material or through the refelction for shiny ones.
  49595. */
  49596. environmentIntensity: number;
  49597. /**
  49598. * This is a special control allowing the reduction of the specular highlights coming from the
  49599. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49600. */
  49601. specularIntensity: number;
  49602. /**
  49603. * Debug Control allowing disabling the bump map on this material.
  49604. */
  49605. disableBumpMap: boolean;
  49606. /**
  49607. * AKA Diffuse Texture in standard nomenclature.
  49608. */
  49609. albedoTexture: BaseTexture;
  49610. /**
  49611. * AKA Occlusion Texture in other nomenclature.
  49612. */
  49613. ambientTexture: BaseTexture;
  49614. /**
  49615. * AKA Occlusion Texture Intensity in other nomenclature.
  49616. */
  49617. ambientTextureStrength: number;
  49618. /**
  49619. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49620. * 1 means it completely occludes it
  49621. * 0 mean it has no impact
  49622. */
  49623. ambientTextureImpactOnAnalyticalLights: number;
  49624. /**
  49625. * Stores the alpha values in a texture.
  49626. */
  49627. opacityTexture: BaseTexture;
  49628. /**
  49629. * Stores the reflection values in a texture.
  49630. */
  49631. reflectionTexture: Nullable<BaseTexture>;
  49632. /**
  49633. * Stores the emissive values in a texture.
  49634. */
  49635. emissiveTexture: BaseTexture;
  49636. /**
  49637. * AKA Specular texture in other nomenclature.
  49638. */
  49639. reflectivityTexture: BaseTexture;
  49640. /**
  49641. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49642. */
  49643. metallicTexture: BaseTexture;
  49644. /**
  49645. * Specifies the metallic scalar of the metallic/roughness workflow.
  49646. * Can also be used to scale the metalness values of the metallic texture.
  49647. */
  49648. metallic: Nullable<number>;
  49649. /**
  49650. * Specifies the roughness scalar of the metallic/roughness workflow.
  49651. * Can also be used to scale the roughness values of the metallic texture.
  49652. */
  49653. roughness: Nullable<number>;
  49654. /**
  49655. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49656. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49657. */
  49658. microSurfaceTexture: BaseTexture;
  49659. /**
  49660. * Stores surface normal data used to displace a mesh in a texture.
  49661. */
  49662. bumpTexture: BaseTexture;
  49663. /**
  49664. * Stores the pre-calculated light information of a mesh in a texture.
  49665. */
  49666. lightmapTexture: BaseTexture;
  49667. /**
  49668. * Stores the refracted light information in a texture.
  49669. */
  49670. refractionTexture: Nullable<BaseTexture>;
  49671. /**
  49672. * The color of a material in ambient lighting.
  49673. */
  49674. ambientColor: Color3;
  49675. /**
  49676. * AKA Diffuse Color in other nomenclature.
  49677. */
  49678. albedoColor: Color3;
  49679. /**
  49680. * AKA Specular Color in other nomenclature.
  49681. */
  49682. reflectivityColor: Color3;
  49683. /**
  49684. * The color reflected from the material.
  49685. */
  49686. reflectionColor: Color3;
  49687. /**
  49688. * The color emitted from the material.
  49689. */
  49690. emissiveColor: Color3;
  49691. /**
  49692. * AKA Glossiness in other nomenclature.
  49693. */
  49694. microSurface: number;
  49695. /**
  49696. * source material index of refraction (IOR)' / 'destination material IOR.
  49697. */
  49698. indexOfRefraction: number;
  49699. /**
  49700. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49701. */
  49702. invertRefractionY: boolean;
  49703. /**
  49704. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49705. * Materials half opaque for instance using refraction could benefit from this control.
  49706. */
  49707. linkRefractionWithTransparency: boolean;
  49708. /**
  49709. * If true, the light map contains occlusion information instead of lighting info.
  49710. */
  49711. useLightmapAsShadowmap: boolean;
  49712. /**
  49713. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49714. */
  49715. useAlphaFromAlbedoTexture: boolean;
  49716. /**
  49717. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49718. */
  49719. forceAlphaTest: boolean;
  49720. /**
  49721. * Defines the alpha limits in alpha test mode.
  49722. */
  49723. alphaCutOff: number;
  49724. /**
  49725. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49726. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49727. */
  49728. useSpecularOverAlpha: boolean;
  49729. /**
  49730. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49731. */
  49732. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49733. /**
  49734. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49735. */
  49736. useRoughnessFromMetallicTextureAlpha: boolean;
  49737. /**
  49738. * Specifies if the metallic texture contains the roughness information in its green channel.
  49739. */
  49740. useRoughnessFromMetallicTextureGreen: boolean;
  49741. /**
  49742. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49743. */
  49744. useMetallnessFromMetallicTextureBlue: boolean;
  49745. /**
  49746. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49747. */
  49748. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49749. /**
  49750. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49751. */
  49752. useAmbientInGrayScale: boolean;
  49753. /**
  49754. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49755. * The material will try to infer what glossiness each pixel should be.
  49756. */
  49757. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49758. /**
  49759. * BJS is using an harcoded light falloff based on a manually sets up range.
  49760. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49761. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49762. */
  49763. /**
  49764. * BJS is using an harcoded light falloff based on a manually sets up range.
  49765. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49766. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49767. */
  49768. usePhysicalLightFalloff: boolean;
  49769. /**
  49770. * In order to support the falloff compatibility with gltf, a special mode has been added
  49771. * to reproduce the gltf light falloff.
  49772. */
  49773. /**
  49774. * In order to support the falloff compatibility with gltf, a special mode has been added
  49775. * to reproduce the gltf light falloff.
  49776. */
  49777. useGLTFLightFalloff: boolean;
  49778. /**
  49779. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49780. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49781. */
  49782. useRadianceOverAlpha: boolean;
  49783. /**
  49784. * Allows using an object space normal map (instead of tangent space).
  49785. */
  49786. useObjectSpaceNormalMap: boolean;
  49787. /**
  49788. * Allows using the bump map in parallax mode.
  49789. */
  49790. useParallax: boolean;
  49791. /**
  49792. * Allows using the bump map in parallax occlusion mode.
  49793. */
  49794. useParallaxOcclusion: boolean;
  49795. /**
  49796. * Controls the scale bias of the parallax mode.
  49797. */
  49798. parallaxScaleBias: number;
  49799. /**
  49800. * If sets to true, disables all the lights affecting the material.
  49801. */
  49802. disableLighting: boolean;
  49803. /**
  49804. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49805. */
  49806. forceIrradianceInFragment: boolean;
  49807. /**
  49808. * Number of Simultaneous lights allowed on the material.
  49809. */
  49810. maxSimultaneousLights: number;
  49811. /**
  49812. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49813. */
  49814. invertNormalMapX: boolean;
  49815. /**
  49816. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49817. */
  49818. invertNormalMapY: boolean;
  49819. /**
  49820. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49821. */
  49822. twoSidedLighting: boolean;
  49823. /**
  49824. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49825. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49826. */
  49827. useAlphaFresnel: boolean;
  49828. /**
  49829. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49830. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49831. */
  49832. useLinearAlphaFresnel: boolean;
  49833. /**
  49834. * Let user defines the brdf lookup texture used for IBL.
  49835. * A default 8bit version is embedded but you could point at :
  49836. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49837. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49838. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49839. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49840. */
  49841. environmentBRDFTexture: Nullable<BaseTexture>;
  49842. /**
  49843. * Force normal to face away from face.
  49844. */
  49845. forceNormalForward: boolean;
  49846. /**
  49847. * Enables specular anti aliasing in the PBR shader.
  49848. * It will both interacts on the Geometry for analytical and IBL lighting.
  49849. * It also prefilter the roughness map based on the bump values.
  49850. */
  49851. enableSpecularAntiAliasing: boolean;
  49852. /**
  49853. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49854. * makes the reflect vector face the model (under horizon).
  49855. */
  49856. useHorizonOcclusion: boolean;
  49857. /**
  49858. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49859. * too much the area relying on ambient texture to define their ambient occlusion.
  49860. */
  49861. useRadianceOcclusion: boolean;
  49862. /**
  49863. * If set to true, no lighting calculations will be applied.
  49864. */
  49865. unlit: boolean;
  49866. /**
  49867. * Gets the image processing configuration used either in this material.
  49868. */
  49869. /**
  49870. * Sets the Default image processing configuration used either in the this material.
  49871. *
  49872. * If sets to null, the scene one is in use.
  49873. */
  49874. imageProcessingConfiguration: ImageProcessingConfiguration;
  49875. /**
  49876. * Gets wether the color curves effect is enabled.
  49877. */
  49878. /**
  49879. * Sets wether the color curves effect is enabled.
  49880. */
  49881. cameraColorCurvesEnabled: boolean;
  49882. /**
  49883. * Gets wether the color grading effect is enabled.
  49884. */
  49885. /**
  49886. * Gets wether the color grading effect is enabled.
  49887. */
  49888. cameraColorGradingEnabled: boolean;
  49889. /**
  49890. * Gets wether tonemapping is enabled or not.
  49891. */
  49892. /**
  49893. * Sets wether tonemapping is enabled or not
  49894. */
  49895. cameraToneMappingEnabled: boolean;
  49896. /**
  49897. * The camera exposure used on this material.
  49898. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49899. * This corresponds to a photographic exposure.
  49900. */
  49901. /**
  49902. * The camera exposure used on this material.
  49903. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49904. * This corresponds to a photographic exposure.
  49905. */
  49906. cameraExposure: number;
  49907. /**
  49908. * Gets The camera contrast used on this material.
  49909. */
  49910. /**
  49911. * Sets The camera contrast used on this material.
  49912. */
  49913. cameraContrast: number;
  49914. /**
  49915. * Gets the Color Grading 2D Lookup Texture.
  49916. */
  49917. /**
  49918. * Sets the Color Grading 2D Lookup Texture.
  49919. */
  49920. cameraColorGradingTexture: Nullable<BaseTexture>;
  49921. /**
  49922. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49923. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49924. * 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;
  49925. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49926. */
  49927. /**
  49928. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49929. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49930. * 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;
  49931. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49932. */
  49933. cameraColorCurves: Nullable<ColorCurves>;
  49934. /**
  49935. * Instantiates a new PBRMaterial instance.
  49936. *
  49937. * @param name The material name
  49938. * @param scene The scene the material will be use in.
  49939. */
  49940. constructor(name: string, scene: Scene);
  49941. /**
  49942. * Returns the name of this material class.
  49943. */
  49944. getClassName(): string;
  49945. /**
  49946. * Makes a duplicate of the current material.
  49947. * @param name - name to use for the new material.
  49948. */
  49949. clone(name: string): PBRMaterial;
  49950. /**
  49951. * Serializes this PBR Material.
  49952. * @returns - An object with the serialized material.
  49953. */
  49954. serialize(): any;
  49955. /**
  49956. * Parses a PBR Material from a serialized object.
  49957. * @param source - Serialized object.
  49958. * @param scene - BJS scene instance.
  49959. * @param rootUrl - url for the scene object
  49960. * @returns - PBRMaterial
  49961. */
  49962. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49963. }
  49964. }
  49965. declare module "babylonjs/Misc/dds" {
  49966. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49967. import { Engine } from "babylonjs/Engines/engine";
  49968. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49969. import { Nullable } from "babylonjs/types";
  49970. import { Scene } from "babylonjs/scene";
  49971. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49972. /**
  49973. * Direct draw surface info
  49974. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49975. */
  49976. export interface DDSInfo {
  49977. /**
  49978. * Width of the texture
  49979. */
  49980. width: number;
  49981. /**
  49982. * Width of the texture
  49983. */
  49984. height: number;
  49985. /**
  49986. * Number of Mipmaps for the texture
  49987. * @see https://en.wikipedia.org/wiki/Mipmap
  49988. */
  49989. mipmapCount: number;
  49990. /**
  49991. * If the textures format is a known fourCC format
  49992. * @see https://www.fourcc.org/
  49993. */
  49994. isFourCC: boolean;
  49995. /**
  49996. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49997. */
  49998. isRGB: boolean;
  49999. /**
  50000. * If the texture is a lumincance format
  50001. */
  50002. isLuminance: boolean;
  50003. /**
  50004. * If this is a cube texture
  50005. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50006. */
  50007. isCube: boolean;
  50008. /**
  50009. * If the texture is a compressed format eg. FOURCC_DXT1
  50010. */
  50011. isCompressed: boolean;
  50012. /**
  50013. * The dxgiFormat of the texture
  50014. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50015. */
  50016. dxgiFormat: number;
  50017. /**
  50018. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50019. */
  50020. textureType: number;
  50021. /**
  50022. * Sphericle polynomial created for the dds texture
  50023. */
  50024. sphericalPolynomial?: SphericalPolynomial;
  50025. }
  50026. /**
  50027. * Class used to provide DDS decompression tools
  50028. */
  50029. export class DDSTools {
  50030. /**
  50031. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50032. */
  50033. static StoreLODInAlphaChannel: boolean;
  50034. /**
  50035. * Gets DDS information from an array buffer
  50036. * @param arrayBuffer defines the array buffer to read data from
  50037. * @returns the DDS information
  50038. */
  50039. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50040. private static _FloatView;
  50041. private static _Int32View;
  50042. private static _ToHalfFloat;
  50043. private static _FromHalfFloat;
  50044. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50045. private static _GetHalfFloatRGBAArrayBuffer;
  50046. private static _GetFloatRGBAArrayBuffer;
  50047. private static _GetFloatAsUIntRGBAArrayBuffer;
  50048. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50049. private static _GetRGBAArrayBuffer;
  50050. private static _ExtractLongWordOrder;
  50051. private static _GetRGBArrayBuffer;
  50052. private static _GetLuminanceArrayBuffer;
  50053. /**
  50054. * Uploads DDS Levels to a Babylon Texture
  50055. * @hidden
  50056. */
  50057. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50058. }
  50059. module "babylonjs/Engines/engine" {
  50060. interface Engine {
  50061. /**
  50062. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50063. * @param rootUrl defines the url where the file to load is located
  50064. * @param scene defines the current scene
  50065. * @param lodScale defines scale to apply to the mip map selection
  50066. * @param lodOffset defines offset to apply to the mip map selection
  50067. * @param onLoad defines an optional callback raised when the texture is loaded
  50068. * @param onError defines an optional callback raised if there is an issue to load the texture
  50069. * @param format defines the format of the data
  50070. * @param forcedExtension defines the extension to use to pick the right loader
  50071. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50072. * @returns the cube texture as an InternalTexture
  50073. */
  50074. 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;
  50075. }
  50076. }
  50077. }
  50078. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50079. import { Nullable } from "babylonjs/types";
  50080. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50081. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50082. /**
  50083. * Implementation of the DDS Texture Loader.
  50084. * @hidden
  50085. */
  50086. export class _DDSTextureLoader implements IInternalTextureLoader {
  50087. /**
  50088. * Defines wether the loader supports cascade loading the different faces.
  50089. */
  50090. readonly supportCascades: boolean;
  50091. /**
  50092. * This returns if the loader support the current file information.
  50093. * @param extension defines the file extension of the file being loaded
  50094. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50095. * @param fallback defines the fallback internal texture if any
  50096. * @param isBase64 defines whether the texture is encoded as a base64
  50097. * @param isBuffer defines whether the texture data are stored as a buffer
  50098. * @returns true if the loader can load the specified file
  50099. */
  50100. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50101. /**
  50102. * Transform the url before loading if required.
  50103. * @param rootUrl the url of the texture
  50104. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50105. * @returns the transformed texture
  50106. */
  50107. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50108. /**
  50109. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50110. * @param rootUrl the url of the texture
  50111. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50112. * @returns the fallback texture
  50113. */
  50114. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50115. /**
  50116. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50117. * @param data contains the texture data
  50118. * @param texture defines the BabylonJS internal texture
  50119. * @param createPolynomials will be true if polynomials have been requested
  50120. * @param onLoad defines the callback to trigger once the texture is ready
  50121. * @param onError defines the callback to trigger in case of error
  50122. */
  50123. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50124. /**
  50125. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50126. * @param data contains the texture data
  50127. * @param texture defines the BabylonJS internal texture
  50128. * @param callback defines the method to call once ready to upload
  50129. */
  50130. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50131. }
  50132. }
  50133. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50134. import { Nullable } from "babylonjs/types";
  50135. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50136. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50137. /**
  50138. * Implementation of the ENV Texture Loader.
  50139. * @hidden
  50140. */
  50141. export class _ENVTextureLoader implements IInternalTextureLoader {
  50142. /**
  50143. * Defines wether the loader supports cascade loading the different faces.
  50144. */
  50145. readonly supportCascades: boolean;
  50146. /**
  50147. * This returns if the loader support the current file information.
  50148. * @param extension defines the file extension of the file being loaded
  50149. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50150. * @param fallback defines the fallback internal texture if any
  50151. * @param isBase64 defines whether the texture is encoded as a base64
  50152. * @param isBuffer defines whether the texture data are stored as a buffer
  50153. * @returns true if the loader can load the specified file
  50154. */
  50155. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50156. /**
  50157. * Transform the url before loading if required.
  50158. * @param rootUrl the url of the texture
  50159. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50160. * @returns the transformed texture
  50161. */
  50162. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50163. /**
  50164. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50165. * @param rootUrl the url of the texture
  50166. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50167. * @returns the fallback texture
  50168. */
  50169. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50170. /**
  50171. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50172. * @param data contains the texture data
  50173. * @param texture defines the BabylonJS internal texture
  50174. * @param createPolynomials will be true if polynomials have been requested
  50175. * @param onLoad defines the callback to trigger once the texture is ready
  50176. * @param onError defines the callback to trigger in case of error
  50177. */
  50178. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50179. /**
  50180. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50181. * @param data contains the texture data
  50182. * @param texture defines the BabylonJS internal texture
  50183. * @param callback defines the method to call once ready to upload
  50184. */
  50185. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50186. }
  50187. }
  50188. declare module "babylonjs/Misc/khronosTextureContainer" {
  50189. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50190. /**
  50191. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50192. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50193. */
  50194. export class KhronosTextureContainer {
  50195. /** contents of the KTX container file */
  50196. arrayBuffer: any;
  50197. private static HEADER_LEN;
  50198. private static COMPRESSED_2D;
  50199. private static COMPRESSED_3D;
  50200. private static TEX_2D;
  50201. private static TEX_3D;
  50202. /**
  50203. * Gets the openGL type
  50204. */
  50205. glType: number;
  50206. /**
  50207. * Gets the openGL type size
  50208. */
  50209. glTypeSize: number;
  50210. /**
  50211. * Gets the openGL format
  50212. */
  50213. glFormat: number;
  50214. /**
  50215. * Gets the openGL internal format
  50216. */
  50217. glInternalFormat: number;
  50218. /**
  50219. * Gets the base internal format
  50220. */
  50221. glBaseInternalFormat: number;
  50222. /**
  50223. * Gets image width in pixel
  50224. */
  50225. pixelWidth: number;
  50226. /**
  50227. * Gets image height in pixel
  50228. */
  50229. pixelHeight: number;
  50230. /**
  50231. * Gets image depth in pixels
  50232. */
  50233. pixelDepth: number;
  50234. /**
  50235. * Gets the number of array elements
  50236. */
  50237. numberOfArrayElements: number;
  50238. /**
  50239. * Gets the number of faces
  50240. */
  50241. numberOfFaces: number;
  50242. /**
  50243. * Gets the number of mipmap levels
  50244. */
  50245. numberOfMipmapLevels: number;
  50246. /**
  50247. * Gets the bytes of key value data
  50248. */
  50249. bytesOfKeyValueData: number;
  50250. /**
  50251. * Gets the load type
  50252. */
  50253. loadType: number;
  50254. /**
  50255. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50256. */
  50257. isInvalid: boolean;
  50258. /**
  50259. * Creates a new KhronosTextureContainer
  50260. * @param arrayBuffer contents of the KTX container file
  50261. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50262. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50263. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50264. */
  50265. constructor(
  50266. /** contents of the KTX container file */
  50267. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50268. /**
  50269. * Uploads KTX content to a Babylon Texture.
  50270. * It is assumed that the texture has already been created & is currently bound
  50271. * @hidden
  50272. */
  50273. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50274. private _upload2DCompressedLevels;
  50275. }
  50276. }
  50277. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50278. import { Nullable } from "babylonjs/types";
  50279. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50280. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50281. /**
  50282. * Implementation of the KTX Texture Loader.
  50283. * @hidden
  50284. */
  50285. export class _KTXTextureLoader implements IInternalTextureLoader {
  50286. /**
  50287. * Defines wether the loader supports cascade loading the different faces.
  50288. */
  50289. readonly supportCascades: boolean;
  50290. /**
  50291. * This returns if the loader support the current file information.
  50292. * @param extension defines the file extension of the file being loaded
  50293. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50294. * @param fallback defines the fallback internal texture if any
  50295. * @param isBase64 defines whether the texture is encoded as a base64
  50296. * @param isBuffer defines whether the texture data are stored as a buffer
  50297. * @returns true if the loader can load the specified file
  50298. */
  50299. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50300. /**
  50301. * Transform the url before loading if required.
  50302. * @param rootUrl the url of the texture
  50303. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50304. * @returns the transformed texture
  50305. */
  50306. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50307. /**
  50308. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50309. * @param rootUrl the url of the texture
  50310. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50311. * @returns the fallback texture
  50312. */
  50313. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50314. /**
  50315. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50316. * @param data contains the texture data
  50317. * @param texture defines the BabylonJS internal texture
  50318. * @param createPolynomials will be true if polynomials have been requested
  50319. * @param onLoad defines the callback to trigger once the texture is ready
  50320. * @param onError defines the callback to trigger in case of error
  50321. */
  50322. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50323. /**
  50324. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50325. * @param data contains the texture data
  50326. * @param texture defines the BabylonJS internal texture
  50327. * @param callback defines the method to call once ready to upload
  50328. */
  50329. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50330. }
  50331. }
  50332. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50333. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50334. import { Scene } from "babylonjs/scene";
  50335. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50336. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50337. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50338. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50339. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50340. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50341. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50342. /**
  50343. * Options for the default xr helper
  50344. */
  50345. export class WebXRDefaultExperienceOptions {
  50346. /**
  50347. * Floor meshes that should be used for teleporting
  50348. */
  50349. floorMeshes: Array<AbstractMesh>;
  50350. }
  50351. /**
  50352. * Default experience which provides a similar setup to the previous webVRExperience
  50353. */
  50354. export class WebXRDefaultExperience {
  50355. /**
  50356. * Base experience
  50357. */
  50358. baseExperience: WebXRExperienceHelper;
  50359. /**
  50360. * Input experience extension
  50361. */
  50362. input: WebXRInput;
  50363. /**
  50364. * Loads the controller models
  50365. */
  50366. controllerModelLoader: WebXRControllerModelLoader;
  50367. /**
  50368. * Enables laser pointer and selection
  50369. */
  50370. pointerSelection: WebXRControllerPointerSelection;
  50371. /**
  50372. * Enables teleportation
  50373. */
  50374. teleportation: WebXRControllerTeleportation;
  50375. /**
  50376. * Enables ui for enetering/exiting xr
  50377. */
  50378. enterExitUI: WebXREnterExitUI;
  50379. /**
  50380. * Default output canvas xr should render to
  50381. */
  50382. outputCanvas: WebXRManagedOutputCanvas;
  50383. /**
  50384. * Creates the default xr experience
  50385. * @param scene scene
  50386. * @param options options for basic configuration
  50387. * @returns resulting WebXRDefaultExperience
  50388. */
  50389. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50390. private constructor();
  50391. /**
  50392. * DIsposes of the experience helper
  50393. */
  50394. dispose(): void;
  50395. }
  50396. }
  50397. declare module "babylonjs/Helpers/sceneHelpers" {
  50398. import { Nullable } from "babylonjs/types";
  50399. import { Mesh } from "babylonjs/Meshes/mesh";
  50400. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50401. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50402. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50403. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50404. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50405. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50406. import "babylonjs/Meshes/Builders/boxBuilder";
  50407. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50408. /** @hidden */
  50409. export var _forceSceneHelpersToBundle: boolean;
  50410. module "babylonjs/scene" {
  50411. interface Scene {
  50412. /**
  50413. * Creates a default light for the scene.
  50414. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50415. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50416. */
  50417. createDefaultLight(replace?: boolean): void;
  50418. /**
  50419. * Creates a default camera for the scene.
  50420. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50421. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50422. * @param replace has default false, when true replaces the active camera in the scene
  50423. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50424. */
  50425. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50426. /**
  50427. * Creates a default camera and a default light.
  50428. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50429. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50430. * @param replace has the default false, when true replaces the active camera/light in the scene
  50431. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50432. */
  50433. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50434. /**
  50435. * Creates a new sky box
  50436. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50437. * @param environmentTexture defines the texture to use as environment texture
  50438. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50439. * @param scale defines the overall scale of the skybox
  50440. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50441. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50442. * @returns a new mesh holding the sky box
  50443. */
  50444. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50445. /**
  50446. * Creates a new environment
  50447. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50448. * @param options defines the options you can use to configure the environment
  50449. * @returns the new EnvironmentHelper
  50450. */
  50451. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50452. /**
  50453. * Creates a new VREXperienceHelper
  50454. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50455. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50456. * @returns a new VREXperienceHelper
  50457. */
  50458. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50459. /**
  50460. * Creates a new WebXRDefaultExperience
  50461. * @see http://doc.babylonjs.com/how_to/webxr
  50462. * @param options experience options
  50463. * @returns a promise for a new WebXRDefaultExperience
  50464. */
  50465. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50466. }
  50467. }
  50468. }
  50469. declare module "babylonjs/Helpers/videoDome" {
  50470. import { Scene } from "babylonjs/scene";
  50471. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50472. import { Mesh } from "babylonjs/Meshes/mesh";
  50473. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50474. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50475. import "babylonjs/Meshes/Builders/sphereBuilder";
  50476. /**
  50477. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50478. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50479. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50480. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50481. */
  50482. export class VideoDome extends TransformNode {
  50483. /**
  50484. * Define the video source as a Monoscopic panoramic 360 video.
  50485. */
  50486. static readonly MODE_MONOSCOPIC: number;
  50487. /**
  50488. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50489. */
  50490. static readonly MODE_TOPBOTTOM: number;
  50491. /**
  50492. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50493. */
  50494. static readonly MODE_SIDEBYSIDE: number;
  50495. private _halfDome;
  50496. private _useDirectMapping;
  50497. /**
  50498. * The video texture being displayed on the sphere
  50499. */
  50500. protected _videoTexture: VideoTexture;
  50501. /**
  50502. * Gets the video texture being displayed on the sphere
  50503. */
  50504. readonly videoTexture: VideoTexture;
  50505. /**
  50506. * The skybox material
  50507. */
  50508. protected _material: BackgroundMaterial;
  50509. /**
  50510. * The surface used for the skybox
  50511. */
  50512. protected _mesh: Mesh;
  50513. /**
  50514. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50515. */
  50516. private _halfDomeMask;
  50517. /**
  50518. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50519. * Also see the options.resolution property.
  50520. */
  50521. fovMultiplier: number;
  50522. private _videoMode;
  50523. /**
  50524. * Gets or set the current video mode for the video. It can be:
  50525. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50526. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50527. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50528. */
  50529. videoMode: number;
  50530. /**
  50531. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50532. *
  50533. */
  50534. /**
  50535. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50536. */
  50537. halfDome: boolean;
  50538. /**
  50539. * Oberserver used in Stereoscopic VR Mode.
  50540. */
  50541. private _onBeforeCameraRenderObserver;
  50542. /**
  50543. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50544. * @param name Element's name, child elements will append suffixes for their own names.
  50545. * @param urlsOrVideo defines the url(s) or the video element to use
  50546. * @param options An object containing optional or exposed sub element properties
  50547. */
  50548. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50549. resolution?: number;
  50550. clickToPlay?: boolean;
  50551. autoPlay?: boolean;
  50552. loop?: boolean;
  50553. size?: number;
  50554. poster?: string;
  50555. faceForward?: boolean;
  50556. useDirectMapping?: boolean;
  50557. halfDomeMode?: boolean;
  50558. }, scene: Scene);
  50559. private _changeVideoMode;
  50560. /**
  50561. * Releases resources associated with this node.
  50562. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50563. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50564. */
  50565. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50566. }
  50567. }
  50568. declare module "babylonjs/Helpers/index" {
  50569. export * from "babylonjs/Helpers/environmentHelper";
  50570. export * from "babylonjs/Helpers/photoDome";
  50571. export * from "babylonjs/Helpers/sceneHelpers";
  50572. export * from "babylonjs/Helpers/videoDome";
  50573. }
  50574. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50575. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50576. import { IDisposable } from "babylonjs/scene";
  50577. import { Engine } from "babylonjs/Engines/engine";
  50578. /**
  50579. * This class can be used to get instrumentation data from a Babylon engine
  50580. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50581. */
  50582. export class EngineInstrumentation implements IDisposable {
  50583. /**
  50584. * Define the instrumented engine.
  50585. */
  50586. engine: Engine;
  50587. private _captureGPUFrameTime;
  50588. private _gpuFrameTimeToken;
  50589. private _gpuFrameTime;
  50590. private _captureShaderCompilationTime;
  50591. private _shaderCompilationTime;
  50592. private _onBeginFrameObserver;
  50593. private _onEndFrameObserver;
  50594. private _onBeforeShaderCompilationObserver;
  50595. private _onAfterShaderCompilationObserver;
  50596. /**
  50597. * Gets the perf counter used for GPU frame time
  50598. */
  50599. readonly gpuFrameTimeCounter: PerfCounter;
  50600. /**
  50601. * Gets the GPU frame time capture status
  50602. */
  50603. /**
  50604. * Enable or disable the GPU frame time capture
  50605. */
  50606. captureGPUFrameTime: boolean;
  50607. /**
  50608. * Gets the perf counter used for shader compilation time
  50609. */
  50610. readonly shaderCompilationTimeCounter: PerfCounter;
  50611. /**
  50612. * Gets the shader compilation time capture status
  50613. */
  50614. /**
  50615. * Enable or disable the shader compilation time capture
  50616. */
  50617. captureShaderCompilationTime: boolean;
  50618. /**
  50619. * Instantiates a new engine instrumentation.
  50620. * This class can be used to get instrumentation data from a Babylon engine
  50621. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50622. * @param engine Defines the engine to instrument
  50623. */
  50624. constructor(
  50625. /**
  50626. * Define the instrumented engine.
  50627. */
  50628. engine: Engine);
  50629. /**
  50630. * Dispose and release associated resources.
  50631. */
  50632. dispose(): void;
  50633. }
  50634. }
  50635. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50636. import { Scene, IDisposable } from "babylonjs/scene";
  50637. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50638. /**
  50639. * This class can be used to get instrumentation data from a Babylon engine
  50640. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50641. */
  50642. export class SceneInstrumentation implements IDisposable {
  50643. /**
  50644. * Defines the scene to instrument
  50645. */
  50646. scene: Scene;
  50647. private _captureActiveMeshesEvaluationTime;
  50648. private _activeMeshesEvaluationTime;
  50649. private _captureRenderTargetsRenderTime;
  50650. private _renderTargetsRenderTime;
  50651. private _captureFrameTime;
  50652. private _frameTime;
  50653. private _captureRenderTime;
  50654. private _renderTime;
  50655. private _captureInterFrameTime;
  50656. private _interFrameTime;
  50657. private _captureParticlesRenderTime;
  50658. private _particlesRenderTime;
  50659. private _captureSpritesRenderTime;
  50660. private _spritesRenderTime;
  50661. private _capturePhysicsTime;
  50662. private _physicsTime;
  50663. private _captureAnimationsTime;
  50664. private _animationsTime;
  50665. private _captureCameraRenderTime;
  50666. private _cameraRenderTime;
  50667. private _onBeforeActiveMeshesEvaluationObserver;
  50668. private _onAfterActiveMeshesEvaluationObserver;
  50669. private _onBeforeRenderTargetsRenderObserver;
  50670. private _onAfterRenderTargetsRenderObserver;
  50671. private _onAfterRenderObserver;
  50672. private _onBeforeDrawPhaseObserver;
  50673. private _onAfterDrawPhaseObserver;
  50674. private _onBeforeAnimationsObserver;
  50675. private _onBeforeParticlesRenderingObserver;
  50676. private _onAfterParticlesRenderingObserver;
  50677. private _onBeforeSpritesRenderingObserver;
  50678. private _onAfterSpritesRenderingObserver;
  50679. private _onBeforePhysicsObserver;
  50680. private _onAfterPhysicsObserver;
  50681. private _onAfterAnimationsObserver;
  50682. private _onBeforeCameraRenderObserver;
  50683. private _onAfterCameraRenderObserver;
  50684. /**
  50685. * Gets the perf counter used for active meshes evaluation time
  50686. */
  50687. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50688. /**
  50689. * Gets the active meshes evaluation time capture status
  50690. */
  50691. /**
  50692. * Enable or disable the active meshes evaluation time capture
  50693. */
  50694. captureActiveMeshesEvaluationTime: boolean;
  50695. /**
  50696. * Gets the perf counter used for render targets render time
  50697. */
  50698. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50699. /**
  50700. * Gets the render targets render time capture status
  50701. */
  50702. /**
  50703. * Enable or disable the render targets render time capture
  50704. */
  50705. captureRenderTargetsRenderTime: boolean;
  50706. /**
  50707. * Gets the perf counter used for particles render time
  50708. */
  50709. readonly particlesRenderTimeCounter: PerfCounter;
  50710. /**
  50711. * Gets the particles render time capture status
  50712. */
  50713. /**
  50714. * Enable or disable the particles render time capture
  50715. */
  50716. captureParticlesRenderTime: boolean;
  50717. /**
  50718. * Gets the perf counter used for sprites render time
  50719. */
  50720. readonly spritesRenderTimeCounter: PerfCounter;
  50721. /**
  50722. * Gets the sprites render time capture status
  50723. */
  50724. /**
  50725. * Enable or disable the sprites render time capture
  50726. */
  50727. captureSpritesRenderTime: boolean;
  50728. /**
  50729. * Gets the perf counter used for physics time
  50730. */
  50731. readonly physicsTimeCounter: PerfCounter;
  50732. /**
  50733. * Gets the physics time capture status
  50734. */
  50735. /**
  50736. * Enable or disable the physics time capture
  50737. */
  50738. capturePhysicsTime: boolean;
  50739. /**
  50740. * Gets the perf counter used for animations time
  50741. */
  50742. readonly animationsTimeCounter: PerfCounter;
  50743. /**
  50744. * Gets the animations time capture status
  50745. */
  50746. /**
  50747. * Enable or disable the animations time capture
  50748. */
  50749. captureAnimationsTime: boolean;
  50750. /**
  50751. * Gets the perf counter used for frame time capture
  50752. */
  50753. readonly frameTimeCounter: PerfCounter;
  50754. /**
  50755. * Gets the frame time capture status
  50756. */
  50757. /**
  50758. * Enable or disable the frame time capture
  50759. */
  50760. captureFrameTime: boolean;
  50761. /**
  50762. * Gets the perf counter used for inter-frames time capture
  50763. */
  50764. readonly interFrameTimeCounter: PerfCounter;
  50765. /**
  50766. * Gets the inter-frames time capture status
  50767. */
  50768. /**
  50769. * Enable or disable the inter-frames time capture
  50770. */
  50771. captureInterFrameTime: boolean;
  50772. /**
  50773. * Gets the perf counter used for render time capture
  50774. */
  50775. readonly renderTimeCounter: PerfCounter;
  50776. /**
  50777. * Gets the render time capture status
  50778. */
  50779. /**
  50780. * Enable or disable the render time capture
  50781. */
  50782. captureRenderTime: boolean;
  50783. /**
  50784. * Gets the perf counter used for camera render time capture
  50785. */
  50786. readonly cameraRenderTimeCounter: PerfCounter;
  50787. /**
  50788. * Gets the camera render time capture status
  50789. */
  50790. /**
  50791. * Enable or disable the camera render time capture
  50792. */
  50793. captureCameraRenderTime: boolean;
  50794. /**
  50795. * Gets the perf counter used for draw calls
  50796. */
  50797. readonly drawCallsCounter: PerfCounter;
  50798. /**
  50799. * Instantiates a new scene instrumentation.
  50800. * This class can be used to get instrumentation data from a Babylon engine
  50801. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50802. * @param scene Defines the scene to instrument
  50803. */
  50804. constructor(
  50805. /**
  50806. * Defines the scene to instrument
  50807. */
  50808. scene: Scene);
  50809. /**
  50810. * Dispose and release associated resources.
  50811. */
  50812. dispose(): void;
  50813. }
  50814. }
  50815. declare module "babylonjs/Instrumentation/index" {
  50816. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50817. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50818. export * from "babylonjs/Instrumentation/timeToken";
  50819. }
  50820. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50821. /** @hidden */
  50822. export var glowMapGenerationPixelShader: {
  50823. name: string;
  50824. shader: string;
  50825. };
  50826. }
  50827. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50828. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50829. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50830. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50831. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50832. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50833. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50834. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50835. /** @hidden */
  50836. export var glowMapGenerationVertexShader: {
  50837. name: string;
  50838. shader: string;
  50839. };
  50840. }
  50841. declare module "babylonjs/Layers/effectLayer" {
  50842. import { Observable } from "babylonjs/Misc/observable";
  50843. import { Nullable } from "babylonjs/types";
  50844. import { Camera } from "babylonjs/Cameras/camera";
  50845. import { Scene } from "babylonjs/scene";
  50846. import { ISize } from "babylonjs/Maths/math.size";
  50847. import { Color4 } from "babylonjs/Maths/math.color";
  50848. import { Engine } from "babylonjs/Engines/engine";
  50849. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50851. import { Mesh } from "babylonjs/Meshes/mesh";
  50852. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50853. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50854. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50855. import { Effect } from "babylonjs/Materials/effect";
  50856. import { Material } from "babylonjs/Materials/material";
  50857. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50858. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50859. /**
  50860. * Effect layer options. This helps customizing the behaviour
  50861. * of the effect layer.
  50862. */
  50863. export interface IEffectLayerOptions {
  50864. /**
  50865. * Multiplication factor apply to the canvas size to compute the render target size
  50866. * used to generated the objects (the smaller the faster).
  50867. */
  50868. mainTextureRatio: number;
  50869. /**
  50870. * Enforces a fixed size texture to ensure effect stability across devices.
  50871. */
  50872. mainTextureFixedSize?: number;
  50873. /**
  50874. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50875. */
  50876. alphaBlendingMode: number;
  50877. /**
  50878. * The camera attached to the layer.
  50879. */
  50880. camera: Nullable<Camera>;
  50881. /**
  50882. * The rendering group to draw the layer in.
  50883. */
  50884. renderingGroupId: number;
  50885. }
  50886. /**
  50887. * The effect layer Helps adding post process effect blended with the main pass.
  50888. *
  50889. * This can be for instance use to generate glow or higlight effects on the scene.
  50890. *
  50891. * The effect layer class can not be used directly and is intented to inherited from to be
  50892. * customized per effects.
  50893. */
  50894. export abstract class EffectLayer {
  50895. private _vertexBuffers;
  50896. private _indexBuffer;
  50897. private _cachedDefines;
  50898. private _effectLayerMapGenerationEffect;
  50899. private _effectLayerOptions;
  50900. private _mergeEffect;
  50901. protected _scene: Scene;
  50902. protected _engine: Engine;
  50903. protected _maxSize: number;
  50904. protected _mainTextureDesiredSize: ISize;
  50905. protected _mainTexture: RenderTargetTexture;
  50906. protected _shouldRender: boolean;
  50907. protected _postProcesses: PostProcess[];
  50908. protected _textures: BaseTexture[];
  50909. protected _emissiveTextureAndColor: {
  50910. texture: Nullable<BaseTexture>;
  50911. color: Color4;
  50912. };
  50913. /**
  50914. * The name of the layer
  50915. */
  50916. name: string;
  50917. /**
  50918. * The clear color of the texture used to generate the glow map.
  50919. */
  50920. neutralColor: Color4;
  50921. /**
  50922. * Specifies wether the highlight layer is enabled or not.
  50923. */
  50924. isEnabled: boolean;
  50925. /**
  50926. * Gets the camera attached to the layer.
  50927. */
  50928. readonly camera: Nullable<Camera>;
  50929. /**
  50930. * Gets the rendering group id the layer should render in.
  50931. */
  50932. renderingGroupId: number;
  50933. /**
  50934. * An event triggered when the effect layer has been disposed.
  50935. */
  50936. onDisposeObservable: Observable<EffectLayer>;
  50937. /**
  50938. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50939. */
  50940. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50941. /**
  50942. * An event triggered when the generated texture is being merged in the scene.
  50943. */
  50944. onBeforeComposeObservable: Observable<EffectLayer>;
  50945. /**
  50946. * An event triggered when the generated texture has been merged in the scene.
  50947. */
  50948. onAfterComposeObservable: Observable<EffectLayer>;
  50949. /**
  50950. * An event triggered when the efffect layer changes its size.
  50951. */
  50952. onSizeChangedObservable: Observable<EffectLayer>;
  50953. /** @hidden */
  50954. static _SceneComponentInitialization: (scene: Scene) => void;
  50955. /**
  50956. * Instantiates a new effect Layer and references it in the scene.
  50957. * @param name The name of the layer
  50958. * @param scene The scene to use the layer in
  50959. */
  50960. constructor(
  50961. /** The Friendly of the effect in the scene */
  50962. name: string, scene: Scene);
  50963. /**
  50964. * Get the effect name of the layer.
  50965. * @return The effect name
  50966. */
  50967. abstract getEffectName(): string;
  50968. /**
  50969. * Checks for the readiness of the element composing the layer.
  50970. * @param subMesh the mesh to check for
  50971. * @param useInstances specify wether or not to use instances to render the mesh
  50972. * @return true if ready otherwise, false
  50973. */
  50974. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50975. /**
  50976. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50977. * @returns true if the effect requires stencil during the main canvas render pass.
  50978. */
  50979. abstract needStencil(): boolean;
  50980. /**
  50981. * Create the merge effect. This is the shader use to blit the information back
  50982. * to the main canvas at the end of the scene rendering.
  50983. * @returns The effect containing the shader used to merge the effect on the main canvas
  50984. */
  50985. protected abstract _createMergeEffect(): Effect;
  50986. /**
  50987. * Creates the render target textures and post processes used in the effect layer.
  50988. */
  50989. protected abstract _createTextureAndPostProcesses(): void;
  50990. /**
  50991. * Implementation specific of rendering the generating effect on the main canvas.
  50992. * @param effect The effect used to render through
  50993. */
  50994. protected abstract _internalRender(effect: Effect): void;
  50995. /**
  50996. * Sets the required values for both the emissive texture and and the main color.
  50997. */
  50998. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50999. /**
  51000. * Free any resources and references associated to a mesh.
  51001. * Internal use
  51002. * @param mesh The mesh to free.
  51003. */
  51004. abstract _disposeMesh(mesh: Mesh): void;
  51005. /**
  51006. * Serializes this layer (Glow or Highlight for example)
  51007. * @returns a serialized layer object
  51008. */
  51009. abstract serialize?(): any;
  51010. /**
  51011. * Initializes the effect layer with the required options.
  51012. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51013. */
  51014. protected _init(options: Partial<IEffectLayerOptions>): void;
  51015. /**
  51016. * Generates the index buffer of the full screen quad blending to the main canvas.
  51017. */
  51018. private _generateIndexBuffer;
  51019. /**
  51020. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51021. */
  51022. private _generateVertexBuffer;
  51023. /**
  51024. * Sets the main texture desired size which is the closest power of two
  51025. * of the engine canvas size.
  51026. */
  51027. private _setMainTextureSize;
  51028. /**
  51029. * Creates the main texture for the effect layer.
  51030. */
  51031. protected _createMainTexture(): void;
  51032. /**
  51033. * Adds specific effects defines.
  51034. * @param defines The defines to add specifics to.
  51035. */
  51036. protected _addCustomEffectDefines(defines: string[]): void;
  51037. /**
  51038. * Checks for the readiness of the element composing the layer.
  51039. * @param subMesh the mesh to check for
  51040. * @param useInstances specify wether or not to use instances to render the mesh
  51041. * @param emissiveTexture the associated emissive texture used to generate the glow
  51042. * @return true if ready otherwise, false
  51043. */
  51044. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51045. /**
  51046. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51047. */
  51048. render(): void;
  51049. /**
  51050. * Determine if a given mesh will be used in the current effect.
  51051. * @param mesh mesh to test
  51052. * @returns true if the mesh will be used
  51053. */
  51054. hasMesh(mesh: AbstractMesh): boolean;
  51055. /**
  51056. * Returns true if the layer contains information to display, otherwise false.
  51057. * @returns true if the glow layer should be rendered
  51058. */
  51059. shouldRender(): boolean;
  51060. /**
  51061. * Returns true if the mesh should render, otherwise false.
  51062. * @param mesh The mesh to render
  51063. * @returns true if it should render otherwise false
  51064. */
  51065. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51066. /**
  51067. * Returns true if the mesh can be rendered, otherwise false.
  51068. * @param mesh The mesh to render
  51069. * @param material The material used on the mesh
  51070. * @returns true if it can be rendered otherwise false
  51071. */
  51072. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51073. /**
  51074. * Returns true if the mesh should render, otherwise false.
  51075. * @param mesh The mesh to render
  51076. * @returns true if it should render otherwise false
  51077. */
  51078. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51079. /**
  51080. * Renders the submesh passed in parameter to the generation map.
  51081. */
  51082. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51083. /**
  51084. * Rebuild the required buffers.
  51085. * @hidden Internal use only.
  51086. */
  51087. _rebuild(): void;
  51088. /**
  51089. * Dispose only the render target textures and post process.
  51090. */
  51091. private _disposeTextureAndPostProcesses;
  51092. /**
  51093. * Dispose the highlight layer and free resources.
  51094. */
  51095. dispose(): void;
  51096. /**
  51097. * Gets the class name of the effect layer
  51098. * @returns the string with the class name of the effect layer
  51099. */
  51100. getClassName(): string;
  51101. /**
  51102. * Creates an effect layer from parsed effect layer data
  51103. * @param parsedEffectLayer defines effect layer data
  51104. * @param scene defines the current scene
  51105. * @param rootUrl defines the root URL containing the effect layer information
  51106. * @returns a parsed effect Layer
  51107. */
  51108. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51109. }
  51110. }
  51111. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51112. import { Scene } from "babylonjs/scene";
  51113. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51114. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51115. import { AbstractScene } from "babylonjs/abstractScene";
  51116. module "babylonjs/abstractScene" {
  51117. interface AbstractScene {
  51118. /**
  51119. * The list of effect layers (highlights/glow) added to the scene
  51120. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51121. * @see http://doc.babylonjs.com/how_to/glow_layer
  51122. */
  51123. effectLayers: Array<EffectLayer>;
  51124. /**
  51125. * Removes the given effect layer from this scene.
  51126. * @param toRemove defines the effect layer to remove
  51127. * @returns the index of the removed effect layer
  51128. */
  51129. removeEffectLayer(toRemove: EffectLayer): number;
  51130. /**
  51131. * Adds the given effect layer to this scene
  51132. * @param newEffectLayer defines the effect layer to add
  51133. */
  51134. addEffectLayer(newEffectLayer: EffectLayer): void;
  51135. }
  51136. }
  51137. /**
  51138. * Defines the layer scene component responsible to manage any effect layers
  51139. * in a given scene.
  51140. */
  51141. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51142. /**
  51143. * The component name helpfull to identify the component in the list of scene components.
  51144. */
  51145. readonly name: string;
  51146. /**
  51147. * The scene the component belongs to.
  51148. */
  51149. scene: Scene;
  51150. private _engine;
  51151. private _renderEffects;
  51152. private _needStencil;
  51153. private _previousStencilState;
  51154. /**
  51155. * Creates a new instance of the component for the given scene
  51156. * @param scene Defines the scene to register the component in
  51157. */
  51158. constructor(scene: Scene);
  51159. /**
  51160. * Registers the component in a given scene
  51161. */
  51162. register(): void;
  51163. /**
  51164. * Rebuilds the elements related to this component in case of
  51165. * context lost for instance.
  51166. */
  51167. rebuild(): void;
  51168. /**
  51169. * Serializes the component data to the specified json object
  51170. * @param serializationObject The object to serialize to
  51171. */
  51172. serialize(serializationObject: any): void;
  51173. /**
  51174. * Adds all the elements from the container to the scene
  51175. * @param container the container holding the elements
  51176. */
  51177. addFromContainer(container: AbstractScene): void;
  51178. /**
  51179. * Removes all the elements in the container from the scene
  51180. * @param container contains the elements to remove
  51181. * @param dispose if the removed element should be disposed (default: false)
  51182. */
  51183. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51184. /**
  51185. * Disposes the component and the associated ressources.
  51186. */
  51187. dispose(): void;
  51188. private _isReadyForMesh;
  51189. private _renderMainTexture;
  51190. private _setStencil;
  51191. private _setStencilBack;
  51192. private _draw;
  51193. private _drawCamera;
  51194. private _drawRenderingGroup;
  51195. }
  51196. }
  51197. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51198. /** @hidden */
  51199. export var glowMapMergePixelShader: {
  51200. name: string;
  51201. shader: string;
  51202. };
  51203. }
  51204. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51205. /** @hidden */
  51206. export var glowMapMergeVertexShader: {
  51207. name: string;
  51208. shader: string;
  51209. };
  51210. }
  51211. declare module "babylonjs/Layers/glowLayer" {
  51212. import { Nullable } from "babylonjs/types";
  51213. import { Camera } from "babylonjs/Cameras/camera";
  51214. import { Scene } from "babylonjs/scene";
  51215. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51216. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51217. import { Mesh } from "babylonjs/Meshes/mesh";
  51218. import { Texture } from "babylonjs/Materials/Textures/texture";
  51219. import { Effect } from "babylonjs/Materials/effect";
  51220. import { Material } from "babylonjs/Materials/material";
  51221. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51222. import { Color4 } from "babylonjs/Maths/math.color";
  51223. import "babylonjs/Shaders/glowMapMerge.fragment";
  51224. import "babylonjs/Shaders/glowMapMerge.vertex";
  51225. import "babylonjs/Layers/effectLayerSceneComponent";
  51226. module "babylonjs/abstractScene" {
  51227. interface AbstractScene {
  51228. /**
  51229. * Return a the first highlight layer of the scene with a given name.
  51230. * @param name The name of the highlight layer to look for.
  51231. * @return The highlight layer if found otherwise null.
  51232. */
  51233. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51234. }
  51235. }
  51236. /**
  51237. * Glow layer options. This helps customizing the behaviour
  51238. * of the glow layer.
  51239. */
  51240. export interface IGlowLayerOptions {
  51241. /**
  51242. * Multiplication factor apply to the canvas size to compute the render target size
  51243. * used to generated the glowing objects (the smaller the faster).
  51244. */
  51245. mainTextureRatio: number;
  51246. /**
  51247. * Enforces a fixed size texture to ensure resize independant blur.
  51248. */
  51249. mainTextureFixedSize?: number;
  51250. /**
  51251. * How big is the kernel of the blur texture.
  51252. */
  51253. blurKernelSize: number;
  51254. /**
  51255. * The camera attached to the layer.
  51256. */
  51257. camera: Nullable<Camera>;
  51258. /**
  51259. * Enable MSAA by chosing the number of samples.
  51260. */
  51261. mainTextureSamples?: number;
  51262. /**
  51263. * The rendering group to draw the layer in.
  51264. */
  51265. renderingGroupId: number;
  51266. }
  51267. /**
  51268. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51269. *
  51270. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51271. * glowy meshes to your scene.
  51272. *
  51273. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51274. */
  51275. export class GlowLayer extends EffectLayer {
  51276. /**
  51277. * Effect Name of the layer.
  51278. */
  51279. static readonly EffectName: string;
  51280. /**
  51281. * The default blur kernel size used for the glow.
  51282. */
  51283. static DefaultBlurKernelSize: number;
  51284. /**
  51285. * The default texture size ratio used for the glow.
  51286. */
  51287. static DefaultTextureRatio: number;
  51288. /**
  51289. * Sets the kernel size of the blur.
  51290. */
  51291. /**
  51292. * Gets the kernel size of the blur.
  51293. */
  51294. blurKernelSize: number;
  51295. /**
  51296. * Sets the glow intensity.
  51297. */
  51298. /**
  51299. * Gets the glow intensity.
  51300. */
  51301. intensity: number;
  51302. private _options;
  51303. private _intensity;
  51304. private _horizontalBlurPostprocess1;
  51305. private _verticalBlurPostprocess1;
  51306. private _horizontalBlurPostprocess2;
  51307. private _verticalBlurPostprocess2;
  51308. private _blurTexture1;
  51309. private _blurTexture2;
  51310. private _postProcesses1;
  51311. private _postProcesses2;
  51312. private _includedOnlyMeshes;
  51313. private _excludedMeshes;
  51314. /**
  51315. * Callback used to let the user override the color selection on a per mesh basis
  51316. */
  51317. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51318. /**
  51319. * Callback used to let the user override the texture selection on a per mesh basis
  51320. */
  51321. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51322. /**
  51323. * Instantiates a new glow Layer and references it to the scene.
  51324. * @param name The name of the layer
  51325. * @param scene The scene to use the layer in
  51326. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51327. */
  51328. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51329. /**
  51330. * Get the effect name of the layer.
  51331. * @return The effect name
  51332. */
  51333. getEffectName(): string;
  51334. /**
  51335. * Create the merge effect. This is the shader use to blit the information back
  51336. * to the main canvas at the end of the scene rendering.
  51337. */
  51338. protected _createMergeEffect(): Effect;
  51339. /**
  51340. * Creates the render target textures and post processes used in the glow layer.
  51341. */
  51342. protected _createTextureAndPostProcesses(): void;
  51343. /**
  51344. * Checks for the readiness of the element composing the layer.
  51345. * @param subMesh the mesh to check for
  51346. * @param useInstances specify wether or not to use instances to render the mesh
  51347. * @param emissiveTexture the associated emissive texture used to generate the glow
  51348. * @return true if ready otherwise, false
  51349. */
  51350. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51351. /**
  51352. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51353. */
  51354. needStencil(): boolean;
  51355. /**
  51356. * Returns true if the mesh can be rendered, otherwise false.
  51357. * @param mesh The mesh to render
  51358. * @param material The material used on the mesh
  51359. * @returns true if it can be rendered otherwise false
  51360. */
  51361. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51362. /**
  51363. * Implementation specific of rendering the generating effect on the main canvas.
  51364. * @param effect The effect used to render through
  51365. */
  51366. protected _internalRender(effect: Effect): void;
  51367. /**
  51368. * Sets the required values for both the emissive texture and and the main color.
  51369. */
  51370. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51371. /**
  51372. * Returns true if the mesh should render, otherwise false.
  51373. * @param mesh The mesh to render
  51374. * @returns true if it should render otherwise false
  51375. */
  51376. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51377. /**
  51378. * Adds specific effects defines.
  51379. * @param defines The defines to add specifics to.
  51380. */
  51381. protected _addCustomEffectDefines(defines: string[]): void;
  51382. /**
  51383. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51384. * @param mesh The mesh to exclude from the glow layer
  51385. */
  51386. addExcludedMesh(mesh: Mesh): void;
  51387. /**
  51388. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51389. * @param mesh The mesh to remove
  51390. */
  51391. removeExcludedMesh(mesh: Mesh): void;
  51392. /**
  51393. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51394. * @param mesh The mesh to include in the glow layer
  51395. */
  51396. addIncludedOnlyMesh(mesh: Mesh): void;
  51397. /**
  51398. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51399. * @param mesh The mesh to remove
  51400. */
  51401. removeIncludedOnlyMesh(mesh: Mesh): void;
  51402. /**
  51403. * Determine if a given mesh will be used in the glow layer
  51404. * @param mesh The mesh to test
  51405. * @returns true if the mesh will be highlighted by the current glow layer
  51406. */
  51407. hasMesh(mesh: AbstractMesh): boolean;
  51408. /**
  51409. * Free any resources and references associated to a mesh.
  51410. * Internal use
  51411. * @param mesh The mesh to free.
  51412. * @hidden
  51413. */
  51414. _disposeMesh(mesh: Mesh): void;
  51415. /**
  51416. * Gets the class name of the effect layer
  51417. * @returns the string with the class name of the effect layer
  51418. */
  51419. getClassName(): string;
  51420. /**
  51421. * Serializes this glow layer
  51422. * @returns a serialized glow layer object
  51423. */
  51424. serialize(): any;
  51425. /**
  51426. * Creates a Glow Layer from parsed glow layer data
  51427. * @param parsedGlowLayer defines glow layer data
  51428. * @param scene defines the current scene
  51429. * @param rootUrl defines the root URL containing the glow layer information
  51430. * @returns a parsed Glow Layer
  51431. */
  51432. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51433. }
  51434. }
  51435. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51436. /** @hidden */
  51437. export var glowBlurPostProcessPixelShader: {
  51438. name: string;
  51439. shader: string;
  51440. };
  51441. }
  51442. declare module "babylonjs/Layers/highlightLayer" {
  51443. import { Observable } from "babylonjs/Misc/observable";
  51444. import { Nullable } from "babylonjs/types";
  51445. import { Camera } from "babylonjs/Cameras/camera";
  51446. import { Scene } from "babylonjs/scene";
  51447. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51449. import { Mesh } from "babylonjs/Meshes/mesh";
  51450. import { Effect } from "babylonjs/Materials/effect";
  51451. import { Material } from "babylonjs/Materials/material";
  51452. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51453. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51454. import "babylonjs/Shaders/glowMapMerge.fragment";
  51455. import "babylonjs/Shaders/glowMapMerge.vertex";
  51456. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51457. module "babylonjs/abstractScene" {
  51458. interface AbstractScene {
  51459. /**
  51460. * Return a the first highlight layer of the scene with a given name.
  51461. * @param name The name of the highlight layer to look for.
  51462. * @return The highlight layer if found otherwise null.
  51463. */
  51464. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51465. }
  51466. }
  51467. /**
  51468. * Highlight layer options. This helps customizing the behaviour
  51469. * of the highlight layer.
  51470. */
  51471. export interface IHighlightLayerOptions {
  51472. /**
  51473. * Multiplication factor apply to the canvas size to compute the render target size
  51474. * used to generated the glowing objects (the smaller the faster).
  51475. */
  51476. mainTextureRatio: number;
  51477. /**
  51478. * Enforces a fixed size texture to ensure resize independant blur.
  51479. */
  51480. mainTextureFixedSize?: number;
  51481. /**
  51482. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51483. * of the picture to blur (the smaller the faster).
  51484. */
  51485. blurTextureSizeRatio: number;
  51486. /**
  51487. * How big in texel of the blur texture is the vertical blur.
  51488. */
  51489. blurVerticalSize: number;
  51490. /**
  51491. * How big in texel of the blur texture is the horizontal blur.
  51492. */
  51493. blurHorizontalSize: number;
  51494. /**
  51495. * Alpha blending mode used to apply the blur. Default is combine.
  51496. */
  51497. alphaBlendingMode: number;
  51498. /**
  51499. * The camera attached to the layer.
  51500. */
  51501. camera: Nullable<Camera>;
  51502. /**
  51503. * Should we display highlight as a solid stroke?
  51504. */
  51505. isStroke?: boolean;
  51506. /**
  51507. * The rendering group to draw the layer in.
  51508. */
  51509. renderingGroupId: number;
  51510. }
  51511. /**
  51512. * The highlight layer Helps adding a glow effect around a mesh.
  51513. *
  51514. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51515. * glowy meshes to your scene.
  51516. *
  51517. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51518. */
  51519. export class HighlightLayer extends EffectLayer {
  51520. name: string;
  51521. /**
  51522. * Effect Name of the highlight layer.
  51523. */
  51524. static readonly EffectName: string;
  51525. /**
  51526. * The neutral color used during the preparation of the glow effect.
  51527. * This is black by default as the blend operation is a blend operation.
  51528. */
  51529. static NeutralColor: Color4;
  51530. /**
  51531. * Stencil value used for glowing meshes.
  51532. */
  51533. static GlowingMeshStencilReference: number;
  51534. /**
  51535. * Stencil value used for the other meshes in the scene.
  51536. */
  51537. static NormalMeshStencilReference: number;
  51538. /**
  51539. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51540. */
  51541. innerGlow: boolean;
  51542. /**
  51543. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51544. */
  51545. outerGlow: boolean;
  51546. /**
  51547. * Specifies the horizontal size of the blur.
  51548. */
  51549. /**
  51550. * Gets the horizontal size of the blur.
  51551. */
  51552. blurHorizontalSize: number;
  51553. /**
  51554. * Specifies the vertical size of the blur.
  51555. */
  51556. /**
  51557. * Gets the vertical size of the blur.
  51558. */
  51559. blurVerticalSize: number;
  51560. /**
  51561. * An event triggered when the highlight layer is being blurred.
  51562. */
  51563. onBeforeBlurObservable: Observable<HighlightLayer>;
  51564. /**
  51565. * An event triggered when the highlight layer has been blurred.
  51566. */
  51567. onAfterBlurObservable: Observable<HighlightLayer>;
  51568. private _instanceGlowingMeshStencilReference;
  51569. private _options;
  51570. private _downSamplePostprocess;
  51571. private _horizontalBlurPostprocess;
  51572. private _verticalBlurPostprocess;
  51573. private _blurTexture;
  51574. private _meshes;
  51575. private _excludedMeshes;
  51576. /**
  51577. * Instantiates a new highlight Layer and references it to the scene..
  51578. * @param name The name of the layer
  51579. * @param scene The scene to use the layer in
  51580. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51581. */
  51582. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51583. /**
  51584. * Get the effect name of the layer.
  51585. * @return The effect name
  51586. */
  51587. getEffectName(): string;
  51588. /**
  51589. * Create the merge effect. This is the shader use to blit the information back
  51590. * to the main canvas at the end of the scene rendering.
  51591. */
  51592. protected _createMergeEffect(): Effect;
  51593. /**
  51594. * Creates the render target textures and post processes used in the highlight layer.
  51595. */
  51596. protected _createTextureAndPostProcesses(): void;
  51597. /**
  51598. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51599. */
  51600. needStencil(): boolean;
  51601. /**
  51602. * Checks for the readiness of the element composing the layer.
  51603. * @param subMesh the mesh to check for
  51604. * @param useInstances specify wether or not to use instances to render the mesh
  51605. * @param emissiveTexture the associated emissive texture used to generate the glow
  51606. * @return true if ready otherwise, false
  51607. */
  51608. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51609. /**
  51610. * Implementation specific of rendering the generating effect on the main canvas.
  51611. * @param effect The effect used to render through
  51612. */
  51613. protected _internalRender(effect: Effect): void;
  51614. /**
  51615. * Returns true if the layer contains information to display, otherwise false.
  51616. */
  51617. shouldRender(): boolean;
  51618. /**
  51619. * Returns true if the mesh should render, otherwise false.
  51620. * @param mesh The mesh to render
  51621. * @returns true if it should render otherwise false
  51622. */
  51623. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51624. /**
  51625. * Sets the required values for both the emissive texture and and the main color.
  51626. */
  51627. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51628. /**
  51629. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51630. * @param mesh The mesh to exclude from the highlight layer
  51631. */
  51632. addExcludedMesh(mesh: Mesh): void;
  51633. /**
  51634. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51635. * @param mesh The mesh to highlight
  51636. */
  51637. removeExcludedMesh(mesh: Mesh): void;
  51638. /**
  51639. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51640. * @param mesh mesh to test
  51641. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51642. */
  51643. hasMesh(mesh: AbstractMesh): boolean;
  51644. /**
  51645. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51646. * @param mesh The mesh to highlight
  51647. * @param color The color of the highlight
  51648. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51649. */
  51650. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51651. /**
  51652. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51653. * @param mesh The mesh to highlight
  51654. */
  51655. removeMesh(mesh: Mesh): void;
  51656. /**
  51657. * Force the stencil to the normal expected value for none glowing parts
  51658. */
  51659. private _defaultStencilReference;
  51660. /**
  51661. * Free any resources and references associated to a mesh.
  51662. * Internal use
  51663. * @param mesh The mesh to free.
  51664. * @hidden
  51665. */
  51666. _disposeMesh(mesh: Mesh): void;
  51667. /**
  51668. * Dispose the highlight layer and free resources.
  51669. */
  51670. dispose(): void;
  51671. /**
  51672. * Gets the class name of the effect layer
  51673. * @returns the string with the class name of the effect layer
  51674. */
  51675. getClassName(): string;
  51676. /**
  51677. * Serializes this Highlight layer
  51678. * @returns a serialized Highlight layer object
  51679. */
  51680. serialize(): any;
  51681. /**
  51682. * Creates a Highlight layer from parsed Highlight layer data
  51683. * @param parsedHightlightLayer defines the Highlight layer data
  51684. * @param scene defines the current scene
  51685. * @param rootUrl defines the root URL containing the Highlight layer information
  51686. * @returns a parsed Highlight layer
  51687. */
  51688. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51689. }
  51690. }
  51691. declare module "babylonjs/Layers/layerSceneComponent" {
  51692. import { Scene } from "babylonjs/scene";
  51693. import { ISceneComponent } from "babylonjs/sceneComponent";
  51694. import { Layer } from "babylonjs/Layers/layer";
  51695. import { AbstractScene } from "babylonjs/abstractScene";
  51696. module "babylonjs/abstractScene" {
  51697. interface AbstractScene {
  51698. /**
  51699. * The list of layers (background and foreground) of the scene
  51700. */
  51701. layers: Array<Layer>;
  51702. }
  51703. }
  51704. /**
  51705. * Defines the layer scene component responsible to manage any layers
  51706. * in a given scene.
  51707. */
  51708. export class LayerSceneComponent implements ISceneComponent {
  51709. /**
  51710. * The component name helpfull to identify the component in the list of scene components.
  51711. */
  51712. readonly name: string;
  51713. /**
  51714. * The scene the component belongs to.
  51715. */
  51716. scene: Scene;
  51717. private _engine;
  51718. /**
  51719. * Creates a new instance of the component for the given scene
  51720. * @param scene Defines the scene to register the component in
  51721. */
  51722. constructor(scene: Scene);
  51723. /**
  51724. * Registers the component in a given scene
  51725. */
  51726. register(): void;
  51727. /**
  51728. * Rebuilds the elements related to this component in case of
  51729. * context lost for instance.
  51730. */
  51731. rebuild(): void;
  51732. /**
  51733. * Disposes the component and the associated ressources.
  51734. */
  51735. dispose(): void;
  51736. private _draw;
  51737. private _drawCameraPredicate;
  51738. private _drawCameraBackground;
  51739. private _drawCameraForeground;
  51740. private _drawRenderTargetPredicate;
  51741. private _drawRenderTargetBackground;
  51742. private _drawRenderTargetForeground;
  51743. /**
  51744. * Adds all the elements from the container to the scene
  51745. * @param container the container holding the elements
  51746. */
  51747. addFromContainer(container: AbstractScene): void;
  51748. /**
  51749. * Removes all the elements in the container from the scene
  51750. * @param container contains the elements to remove
  51751. * @param dispose if the removed element should be disposed (default: false)
  51752. */
  51753. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51754. }
  51755. }
  51756. declare module "babylonjs/Shaders/layer.fragment" {
  51757. /** @hidden */
  51758. export var layerPixelShader: {
  51759. name: string;
  51760. shader: string;
  51761. };
  51762. }
  51763. declare module "babylonjs/Shaders/layer.vertex" {
  51764. /** @hidden */
  51765. export var layerVertexShader: {
  51766. name: string;
  51767. shader: string;
  51768. };
  51769. }
  51770. declare module "babylonjs/Layers/layer" {
  51771. import { Observable } from "babylonjs/Misc/observable";
  51772. import { Nullable } from "babylonjs/types";
  51773. import { Scene } from "babylonjs/scene";
  51774. import { Vector2 } from "babylonjs/Maths/math.vector";
  51775. import { Color4 } from "babylonjs/Maths/math.color";
  51776. import { Texture } from "babylonjs/Materials/Textures/texture";
  51777. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51778. import "babylonjs/Shaders/layer.fragment";
  51779. import "babylonjs/Shaders/layer.vertex";
  51780. /**
  51781. * This represents a full screen 2d layer.
  51782. * This can be useful to display a picture in the background of your scene for instance.
  51783. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51784. */
  51785. export class Layer {
  51786. /**
  51787. * Define the name of the layer.
  51788. */
  51789. name: string;
  51790. /**
  51791. * Define the texture the layer should display.
  51792. */
  51793. texture: Nullable<Texture>;
  51794. /**
  51795. * Is the layer in background or foreground.
  51796. */
  51797. isBackground: boolean;
  51798. /**
  51799. * Define the color of the layer (instead of texture).
  51800. */
  51801. color: Color4;
  51802. /**
  51803. * Define the scale of the layer in order to zoom in out of the texture.
  51804. */
  51805. scale: Vector2;
  51806. /**
  51807. * Define an offset for the layer in order to shift the texture.
  51808. */
  51809. offset: Vector2;
  51810. /**
  51811. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51812. */
  51813. alphaBlendingMode: number;
  51814. /**
  51815. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51816. * Alpha test will not mix with the background color in case of transparency.
  51817. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51818. */
  51819. alphaTest: boolean;
  51820. /**
  51821. * Define a mask to restrict the layer to only some of the scene cameras.
  51822. */
  51823. layerMask: number;
  51824. /**
  51825. * Define the list of render target the layer is visible into.
  51826. */
  51827. renderTargetTextures: RenderTargetTexture[];
  51828. /**
  51829. * Define if the layer is only used in renderTarget or if it also
  51830. * renders in the main frame buffer of the canvas.
  51831. */
  51832. renderOnlyInRenderTargetTextures: boolean;
  51833. private _scene;
  51834. private _vertexBuffers;
  51835. private _indexBuffer;
  51836. private _effect;
  51837. private _alphaTestEffect;
  51838. /**
  51839. * An event triggered when the layer is disposed.
  51840. */
  51841. onDisposeObservable: Observable<Layer>;
  51842. private _onDisposeObserver;
  51843. /**
  51844. * Back compatibility with callback before the onDisposeObservable existed.
  51845. * The set callback will be triggered when the layer has been disposed.
  51846. */
  51847. onDispose: () => void;
  51848. /**
  51849. * An event triggered before rendering the scene
  51850. */
  51851. onBeforeRenderObservable: Observable<Layer>;
  51852. private _onBeforeRenderObserver;
  51853. /**
  51854. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51855. * The set callback will be triggered just before rendering the layer.
  51856. */
  51857. onBeforeRender: () => void;
  51858. /**
  51859. * An event triggered after rendering the scene
  51860. */
  51861. onAfterRenderObservable: Observable<Layer>;
  51862. private _onAfterRenderObserver;
  51863. /**
  51864. * Back compatibility with callback before the onAfterRenderObservable existed.
  51865. * The set callback will be triggered just after rendering the layer.
  51866. */
  51867. onAfterRender: () => void;
  51868. /**
  51869. * Instantiates a new layer.
  51870. * This represents a full screen 2d layer.
  51871. * This can be useful to display a picture in the background of your scene for instance.
  51872. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51873. * @param name Define the name of the layer in the scene
  51874. * @param imgUrl Define the url of the texture to display in the layer
  51875. * @param scene Define the scene the layer belongs to
  51876. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51877. * @param color Defines a color for the layer
  51878. */
  51879. constructor(
  51880. /**
  51881. * Define the name of the layer.
  51882. */
  51883. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51884. private _createIndexBuffer;
  51885. /** @hidden */
  51886. _rebuild(): void;
  51887. /**
  51888. * Renders the layer in the scene.
  51889. */
  51890. render(): void;
  51891. /**
  51892. * Disposes and releases the associated ressources.
  51893. */
  51894. dispose(): void;
  51895. }
  51896. }
  51897. declare module "babylonjs/Layers/index" {
  51898. export * from "babylonjs/Layers/effectLayer";
  51899. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51900. export * from "babylonjs/Layers/glowLayer";
  51901. export * from "babylonjs/Layers/highlightLayer";
  51902. export * from "babylonjs/Layers/layer";
  51903. export * from "babylonjs/Layers/layerSceneComponent";
  51904. }
  51905. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51906. /** @hidden */
  51907. export var lensFlarePixelShader: {
  51908. name: string;
  51909. shader: string;
  51910. };
  51911. }
  51912. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51913. /** @hidden */
  51914. export var lensFlareVertexShader: {
  51915. name: string;
  51916. shader: string;
  51917. };
  51918. }
  51919. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51920. import { Scene } from "babylonjs/scene";
  51921. import { Vector3 } from "babylonjs/Maths/math.vector";
  51922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51923. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51924. import "babylonjs/Shaders/lensFlare.fragment";
  51925. import "babylonjs/Shaders/lensFlare.vertex";
  51926. import { Viewport } from "babylonjs/Maths/math.viewport";
  51927. /**
  51928. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51929. * It is usually composed of several `lensFlare`.
  51930. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51931. */
  51932. export class LensFlareSystem {
  51933. /**
  51934. * Define the name of the lens flare system
  51935. */
  51936. name: string;
  51937. /**
  51938. * List of lens flares used in this system.
  51939. */
  51940. lensFlares: LensFlare[];
  51941. /**
  51942. * Define a limit from the border the lens flare can be visible.
  51943. */
  51944. borderLimit: number;
  51945. /**
  51946. * Define a viewport border we do not want to see the lens flare in.
  51947. */
  51948. viewportBorder: number;
  51949. /**
  51950. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51951. */
  51952. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51953. /**
  51954. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51955. */
  51956. layerMask: number;
  51957. /**
  51958. * Define the id of the lens flare system in the scene.
  51959. * (equal to name by default)
  51960. */
  51961. id: string;
  51962. private _scene;
  51963. private _emitter;
  51964. private _vertexBuffers;
  51965. private _indexBuffer;
  51966. private _effect;
  51967. private _positionX;
  51968. private _positionY;
  51969. private _isEnabled;
  51970. /** @hidden */
  51971. static _SceneComponentInitialization: (scene: Scene) => void;
  51972. /**
  51973. * Instantiates a lens flare system.
  51974. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51975. * It is usually composed of several `lensFlare`.
  51976. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51977. * @param name Define the name of the lens flare system in the scene
  51978. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51979. * @param scene Define the scene the lens flare system belongs to
  51980. */
  51981. constructor(
  51982. /**
  51983. * Define the name of the lens flare system
  51984. */
  51985. name: string, emitter: any, scene: Scene);
  51986. /**
  51987. * Define if the lens flare system is enabled.
  51988. */
  51989. isEnabled: boolean;
  51990. /**
  51991. * Get the scene the effects belongs to.
  51992. * @returns the scene holding the lens flare system
  51993. */
  51994. getScene(): Scene;
  51995. /**
  51996. * Get the emitter of the lens flare system.
  51997. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51998. * @returns the emitter of the lens flare system
  51999. */
  52000. getEmitter(): any;
  52001. /**
  52002. * Set the emitter of the lens flare system.
  52003. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52004. * @param newEmitter Define the new emitter of the system
  52005. */
  52006. setEmitter(newEmitter: any): void;
  52007. /**
  52008. * Get the lens flare system emitter position.
  52009. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52010. * @returns the position
  52011. */
  52012. getEmitterPosition(): Vector3;
  52013. /**
  52014. * @hidden
  52015. */
  52016. computeEffectivePosition(globalViewport: Viewport): boolean;
  52017. /** @hidden */
  52018. _isVisible(): boolean;
  52019. /**
  52020. * @hidden
  52021. */
  52022. render(): boolean;
  52023. /**
  52024. * Dispose and release the lens flare with its associated resources.
  52025. */
  52026. dispose(): void;
  52027. /**
  52028. * Parse a lens flare system from a JSON repressentation
  52029. * @param parsedLensFlareSystem Define the JSON to parse
  52030. * @param scene Define the scene the parsed system should be instantiated in
  52031. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52032. * @returns the parsed system
  52033. */
  52034. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52035. /**
  52036. * Serialize the current Lens Flare System into a JSON representation.
  52037. * @returns the serialized JSON
  52038. */
  52039. serialize(): any;
  52040. }
  52041. }
  52042. declare module "babylonjs/LensFlares/lensFlare" {
  52043. import { Nullable } from "babylonjs/types";
  52044. import { Color3 } from "babylonjs/Maths/math.color";
  52045. import { Texture } from "babylonjs/Materials/Textures/texture";
  52046. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52047. /**
  52048. * This represents one of the lens effect in a `lensFlareSystem`.
  52049. * It controls one of the indiviual texture used in the effect.
  52050. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52051. */
  52052. export class LensFlare {
  52053. /**
  52054. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52055. */
  52056. size: number;
  52057. /**
  52058. * 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.
  52059. */
  52060. position: number;
  52061. /**
  52062. * Define the lens color.
  52063. */
  52064. color: Color3;
  52065. /**
  52066. * Define the lens texture.
  52067. */
  52068. texture: Nullable<Texture>;
  52069. /**
  52070. * Define the alpha mode to render this particular lens.
  52071. */
  52072. alphaMode: number;
  52073. private _system;
  52074. /**
  52075. * Creates a new Lens Flare.
  52076. * This represents one of the lens effect in a `lensFlareSystem`.
  52077. * It controls one of the indiviual texture used in the effect.
  52078. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52079. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52080. * @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.
  52081. * @param color Define the lens color
  52082. * @param imgUrl Define the lens texture url
  52083. * @param system Define the `lensFlareSystem` this flare is part of
  52084. * @returns The newly created Lens Flare
  52085. */
  52086. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52087. /**
  52088. * Instantiates a new Lens Flare.
  52089. * This represents one of the lens effect in a `lensFlareSystem`.
  52090. * It controls one of the indiviual texture used in the effect.
  52091. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52092. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52093. * @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.
  52094. * @param color Define the lens color
  52095. * @param imgUrl Define the lens texture url
  52096. * @param system Define the `lensFlareSystem` this flare is part of
  52097. */
  52098. constructor(
  52099. /**
  52100. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52101. */
  52102. size: number,
  52103. /**
  52104. * 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.
  52105. */
  52106. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52107. /**
  52108. * Dispose and release the lens flare with its associated resources.
  52109. */
  52110. dispose(): void;
  52111. }
  52112. }
  52113. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52114. import { Nullable } from "babylonjs/types";
  52115. import { Scene } from "babylonjs/scene";
  52116. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52117. import { AbstractScene } from "babylonjs/abstractScene";
  52118. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52119. module "babylonjs/abstractScene" {
  52120. interface AbstractScene {
  52121. /**
  52122. * The list of lens flare system added to the scene
  52123. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52124. */
  52125. lensFlareSystems: Array<LensFlareSystem>;
  52126. /**
  52127. * Removes the given lens flare system from this scene.
  52128. * @param toRemove The lens flare system to remove
  52129. * @returns The index of the removed lens flare system
  52130. */
  52131. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52132. /**
  52133. * Adds the given lens flare system to this scene
  52134. * @param newLensFlareSystem The lens flare system to add
  52135. */
  52136. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52137. /**
  52138. * Gets a lens flare system using its name
  52139. * @param name defines the name to look for
  52140. * @returns the lens flare system or null if not found
  52141. */
  52142. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52143. /**
  52144. * Gets a lens flare system using its id
  52145. * @param id defines the id to look for
  52146. * @returns the lens flare system or null if not found
  52147. */
  52148. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52149. }
  52150. }
  52151. /**
  52152. * Defines the lens flare scene component responsible to manage any lens flares
  52153. * in a given scene.
  52154. */
  52155. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52156. /**
  52157. * The component name helpfull to identify the component in the list of scene components.
  52158. */
  52159. readonly name: string;
  52160. /**
  52161. * The scene the component belongs to.
  52162. */
  52163. scene: Scene;
  52164. /**
  52165. * Creates a new instance of the component for the given scene
  52166. * @param scene Defines the scene to register the component in
  52167. */
  52168. constructor(scene: Scene);
  52169. /**
  52170. * Registers the component in a given scene
  52171. */
  52172. register(): void;
  52173. /**
  52174. * Rebuilds the elements related to this component in case of
  52175. * context lost for instance.
  52176. */
  52177. rebuild(): void;
  52178. /**
  52179. * Adds all the elements from the container to the scene
  52180. * @param container the container holding the elements
  52181. */
  52182. addFromContainer(container: AbstractScene): void;
  52183. /**
  52184. * Removes all the elements in the container from the scene
  52185. * @param container contains the elements to remove
  52186. * @param dispose if the removed element should be disposed (default: false)
  52187. */
  52188. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52189. /**
  52190. * Serializes the component data to the specified json object
  52191. * @param serializationObject The object to serialize to
  52192. */
  52193. serialize(serializationObject: any): void;
  52194. /**
  52195. * Disposes the component and the associated ressources.
  52196. */
  52197. dispose(): void;
  52198. private _draw;
  52199. }
  52200. }
  52201. declare module "babylonjs/LensFlares/index" {
  52202. export * from "babylonjs/LensFlares/lensFlare";
  52203. export * from "babylonjs/LensFlares/lensFlareSystem";
  52204. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52205. }
  52206. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52207. import { Scene } from "babylonjs/scene";
  52208. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52209. import { AbstractScene } from "babylonjs/abstractScene";
  52210. /**
  52211. * Defines the shadow generator component responsible to manage any shadow generators
  52212. * in a given scene.
  52213. */
  52214. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52215. /**
  52216. * The component name helpfull to identify the component in the list of scene components.
  52217. */
  52218. readonly name: string;
  52219. /**
  52220. * The scene the component belongs to.
  52221. */
  52222. scene: Scene;
  52223. /**
  52224. * Creates a new instance of the component for the given scene
  52225. * @param scene Defines the scene to register the component in
  52226. */
  52227. constructor(scene: Scene);
  52228. /**
  52229. * Registers the component in a given scene
  52230. */
  52231. register(): void;
  52232. /**
  52233. * Rebuilds the elements related to this component in case of
  52234. * context lost for instance.
  52235. */
  52236. rebuild(): void;
  52237. /**
  52238. * Serializes the component data to the specified json object
  52239. * @param serializationObject The object to serialize to
  52240. */
  52241. serialize(serializationObject: any): void;
  52242. /**
  52243. * Adds all the elements from the container to the scene
  52244. * @param container the container holding the elements
  52245. */
  52246. addFromContainer(container: AbstractScene): void;
  52247. /**
  52248. * Removes all the elements in the container from the scene
  52249. * @param container contains the elements to remove
  52250. * @param dispose if the removed element should be disposed (default: false)
  52251. */
  52252. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52253. /**
  52254. * Rebuilds the elements related to this component in case of
  52255. * context lost for instance.
  52256. */
  52257. dispose(): void;
  52258. private _gatherRenderTargets;
  52259. }
  52260. }
  52261. declare module "babylonjs/Lights/Shadows/index" {
  52262. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52263. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52264. }
  52265. declare module "babylonjs/Lights/pointLight" {
  52266. import { Scene } from "babylonjs/scene";
  52267. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52268. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52269. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52270. import { Effect } from "babylonjs/Materials/effect";
  52271. /**
  52272. * A point light is a light defined by an unique point in world space.
  52273. * The light is emitted in every direction from this point.
  52274. * A good example of a point light is a standard light bulb.
  52275. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52276. */
  52277. export class PointLight extends ShadowLight {
  52278. private _shadowAngle;
  52279. /**
  52280. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52281. * This specifies what angle the shadow will use to be created.
  52282. *
  52283. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52284. */
  52285. /**
  52286. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52287. * This specifies what angle the shadow will use to be created.
  52288. *
  52289. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52290. */
  52291. shadowAngle: number;
  52292. /**
  52293. * Gets the direction if it has been set.
  52294. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52295. */
  52296. /**
  52297. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52298. */
  52299. direction: Vector3;
  52300. /**
  52301. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52302. * A PointLight emits the light in every direction.
  52303. * It can cast shadows.
  52304. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52305. * ```javascript
  52306. * var pointLight = new PointLight("pl", camera.position, scene);
  52307. * ```
  52308. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52309. * @param name The light friendly name
  52310. * @param position The position of the point light in the scene
  52311. * @param scene The scene the lights belongs to
  52312. */
  52313. constructor(name: string, position: Vector3, scene: Scene);
  52314. /**
  52315. * Returns the string "PointLight"
  52316. * @returns the class name
  52317. */
  52318. getClassName(): string;
  52319. /**
  52320. * Returns the integer 0.
  52321. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52322. */
  52323. getTypeID(): number;
  52324. /**
  52325. * Specifies wether or not the shadowmap should be a cube texture.
  52326. * @returns true if the shadowmap needs to be a cube texture.
  52327. */
  52328. needCube(): boolean;
  52329. /**
  52330. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52331. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52332. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52333. */
  52334. getShadowDirection(faceIndex?: number): Vector3;
  52335. /**
  52336. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52337. * - fov = PI / 2
  52338. * - aspect ratio : 1.0
  52339. * - z-near and far equal to the active camera minZ and maxZ.
  52340. * Returns the PointLight.
  52341. */
  52342. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52343. protected _buildUniformLayout(): void;
  52344. /**
  52345. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52346. * @param effect The effect to update
  52347. * @param lightIndex The index of the light in the effect to update
  52348. * @returns The point light
  52349. */
  52350. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52351. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52352. /**
  52353. * Prepares the list of defines specific to the light type.
  52354. * @param defines the list of defines
  52355. * @param lightIndex defines the index of the light for the effect
  52356. */
  52357. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52358. }
  52359. }
  52360. declare module "babylonjs/Lights/index" {
  52361. export * from "babylonjs/Lights/light";
  52362. export * from "babylonjs/Lights/shadowLight";
  52363. export * from "babylonjs/Lights/Shadows/index";
  52364. export * from "babylonjs/Lights/directionalLight";
  52365. export * from "babylonjs/Lights/hemisphericLight";
  52366. export * from "babylonjs/Lights/pointLight";
  52367. export * from "babylonjs/Lights/spotLight";
  52368. }
  52369. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52370. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52371. /**
  52372. * Header information of HDR texture files.
  52373. */
  52374. export interface HDRInfo {
  52375. /**
  52376. * The height of the texture in pixels.
  52377. */
  52378. height: number;
  52379. /**
  52380. * The width of the texture in pixels.
  52381. */
  52382. width: number;
  52383. /**
  52384. * The index of the beginning of the data in the binary file.
  52385. */
  52386. dataPosition: number;
  52387. }
  52388. /**
  52389. * This groups tools to convert HDR texture to native colors array.
  52390. */
  52391. export class HDRTools {
  52392. private static Ldexp;
  52393. private static Rgbe2float;
  52394. private static readStringLine;
  52395. /**
  52396. * Reads header information from an RGBE texture stored in a native array.
  52397. * More information on this format are available here:
  52398. * https://en.wikipedia.org/wiki/RGBE_image_format
  52399. *
  52400. * @param uint8array The binary file stored in native array.
  52401. * @return The header information.
  52402. */
  52403. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52404. /**
  52405. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52406. * This RGBE texture needs to store the information as a panorama.
  52407. *
  52408. * More information on this format are available here:
  52409. * https://en.wikipedia.org/wiki/RGBE_image_format
  52410. *
  52411. * @param buffer The binary file stored in an array buffer.
  52412. * @param size The expected size of the extracted cubemap.
  52413. * @return The Cube Map information.
  52414. */
  52415. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52416. /**
  52417. * Returns the pixels data extracted from an RGBE texture.
  52418. * This pixels will be stored left to right up to down in the R G B order in one array.
  52419. *
  52420. * More information on this format are available here:
  52421. * https://en.wikipedia.org/wiki/RGBE_image_format
  52422. *
  52423. * @param uint8array The binary file stored in an array buffer.
  52424. * @param hdrInfo The header information of the file.
  52425. * @return The pixels data in RGB right to left up to down order.
  52426. */
  52427. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52428. private static RGBE_ReadPixels_RLE;
  52429. }
  52430. }
  52431. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52432. import { Nullable } from "babylonjs/types";
  52433. import { Scene } from "babylonjs/scene";
  52434. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52435. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52436. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52437. /**
  52438. * This represents a texture coming from an HDR input.
  52439. *
  52440. * The only supported format is currently panorama picture stored in RGBE format.
  52441. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52442. */
  52443. export class HDRCubeTexture extends BaseTexture {
  52444. private static _facesMapping;
  52445. private _generateHarmonics;
  52446. private _noMipmap;
  52447. private _textureMatrix;
  52448. private _size;
  52449. private _onLoad;
  52450. private _onError;
  52451. /**
  52452. * The texture URL.
  52453. */
  52454. url: string;
  52455. /**
  52456. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52457. */
  52458. coordinatesMode: number;
  52459. protected _isBlocking: boolean;
  52460. /**
  52461. * Sets wether or not the texture is blocking during loading.
  52462. */
  52463. /**
  52464. * Gets wether or not the texture is blocking during loading.
  52465. */
  52466. isBlocking: boolean;
  52467. protected _rotationY: number;
  52468. /**
  52469. * Sets texture matrix rotation angle around Y axis in radians.
  52470. */
  52471. /**
  52472. * Gets texture matrix rotation angle around Y axis radians.
  52473. */
  52474. rotationY: number;
  52475. /**
  52476. * Gets or sets the center of the bounding box associated with the cube texture
  52477. * It must define where the camera used to render the texture was set
  52478. */
  52479. boundingBoxPosition: Vector3;
  52480. private _boundingBoxSize;
  52481. /**
  52482. * Gets or sets the size of the bounding box associated with the cube texture
  52483. * When defined, the cubemap will switch to local mode
  52484. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52485. * @example https://www.babylonjs-playground.com/#RNASML
  52486. */
  52487. boundingBoxSize: Vector3;
  52488. /**
  52489. * Instantiates an HDRTexture from the following parameters.
  52490. *
  52491. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52492. * @param scene The scene the texture will be used in
  52493. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52494. * @param noMipmap Forces to not generate the mipmap if true
  52495. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52496. * @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)
  52497. * @param reserved Reserved flag for internal use.
  52498. */
  52499. 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>);
  52500. /**
  52501. * Get the current class name of the texture useful for serialization or dynamic coding.
  52502. * @returns "HDRCubeTexture"
  52503. */
  52504. getClassName(): string;
  52505. /**
  52506. * Occurs when the file is raw .hdr file.
  52507. */
  52508. private loadTexture;
  52509. clone(): HDRCubeTexture;
  52510. delayLoad(): void;
  52511. /**
  52512. * Get the texture reflection matrix used to rotate/transform the reflection.
  52513. * @returns the reflection matrix
  52514. */
  52515. getReflectionTextureMatrix(): Matrix;
  52516. /**
  52517. * Set the texture reflection matrix used to rotate/transform the reflection.
  52518. * @param value Define the reflection matrix to set
  52519. */
  52520. setReflectionTextureMatrix(value: Matrix): void;
  52521. /**
  52522. * Parses a JSON representation of an HDR Texture in order to create the texture
  52523. * @param parsedTexture Define the JSON representation
  52524. * @param scene Define the scene the texture should be created in
  52525. * @param rootUrl Define the root url in case we need to load relative dependencies
  52526. * @returns the newly created texture after parsing
  52527. */
  52528. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52529. serialize(): any;
  52530. }
  52531. }
  52532. declare module "babylonjs/Physics/physicsEngine" {
  52533. import { Nullable } from "babylonjs/types";
  52534. import { Vector3 } from "babylonjs/Maths/math.vector";
  52535. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52536. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52537. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52538. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52539. /**
  52540. * Class used to control physics engine
  52541. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52542. */
  52543. export class PhysicsEngine implements IPhysicsEngine {
  52544. private _physicsPlugin;
  52545. /**
  52546. * Global value used to control the smallest number supported by the simulation
  52547. */
  52548. static Epsilon: number;
  52549. private _impostors;
  52550. private _joints;
  52551. /**
  52552. * Gets the gravity vector used by the simulation
  52553. */
  52554. gravity: Vector3;
  52555. /**
  52556. * Factory used to create the default physics plugin.
  52557. * @returns The default physics plugin
  52558. */
  52559. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52560. /**
  52561. * Creates a new Physics Engine
  52562. * @param gravity defines the gravity vector used by the simulation
  52563. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52564. */
  52565. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52566. /**
  52567. * Sets the gravity vector used by the simulation
  52568. * @param gravity defines the gravity vector to use
  52569. */
  52570. setGravity(gravity: Vector3): void;
  52571. /**
  52572. * Set the time step of the physics engine.
  52573. * Default is 1/60.
  52574. * To slow it down, enter 1/600 for example.
  52575. * To speed it up, 1/30
  52576. * @param newTimeStep defines the new timestep to apply to this world.
  52577. */
  52578. setTimeStep(newTimeStep?: number): void;
  52579. /**
  52580. * Get the time step of the physics engine.
  52581. * @returns the current time step
  52582. */
  52583. getTimeStep(): number;
  52584. /**
  52585. * Release all resources
  52586. */
  52587. dispose(): void;
  52588. /**
  52589. * Gets the name of the current physics plugin
  52590. * @returns the name of the plugin
  52591. */
  52592. getPhysicsPluginName(): string;
  52593. /**
  52594. * Adding a new impostor for the impostor tracking.
  52595. * This will be done by the impostor itself.
  52596. * @param impostor the impostor to add
  52597. */
  52598. addImpostor(impostor: PhysicsImpostor): void;
  52599. /**
  52600. * Remove an impostor from the engine.
  52601. * This impostor and its mesh will not longer be updated by the physics engine.
  52602. * @param impostor the impostor to remove
  52603. */
  52604. removeImpostor(impostor: PhysicsImpostor): void;
  52605. /**
  52606. * Add a joint to the physics engine
  52607. * @param mainImpostor defines the main impostor to which the joint is added.
  52608. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52609. * @param joint defines the joint that will connect both impostors.
  52610. */
  52611. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52612. /**
  52613. * Removes a joint from the simulation
  52614. * @param mainImpostor defines the impostor used with the joint
  52615. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52616. * @param joint defines the joint to remove
  52617. */
  52618. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52619. /**
  52620. * Called by the scene. No need to call it.
  52621. * @param delta defines the timespam between frames
  52622. */
  52623. _step(delta: number): void;
  52624. /**
  52625. * Gets the current plugin used to run the simulation
  52626. * @returns current plugin
  52627. */
  52628. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52629. /**
  52630. * Gets the list of physic impostors
  52631. * @returns an array of PhysicsImpostor
  52632. */
  52633. getImpostors(): Array<PhysicsImpostor>;
  52634. /**
  52635. * Gets the impostor for a physics enabled object
  52636. * @param object defines the object impersonated by the impostor
  52637. * @returns the PhysicsImpostor or null if not found
  52638. */
  52639. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52640. /**
  52641. * Gets the impostor for a physics body object
  52642. * @param body defines physics body used by the impostor
  52643. * @returns the PhysicsImpostor or null if not found
  52644. */
  52645. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52646. /**
  52647. * Does a raycast in the physics world
  52648. * @param from when should the ray start?
  52649. * @param to when should the ray end?
  52650. * @returns PhysicsRaycastResult
  52651. */
  52652. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52653. }
  52654. }
  52655. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52656. import { Nullable } from "babylonjs/types";
  52657. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52659. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52660. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52661. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52662. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52663. /** @hidden */
  52664. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52665. private _useDeltaForWorldStep;
  52666. world: any;
  52667. name: string;
  52668. private _physicsMaterials;
  52669. private _fixedTimeStep;
  52670. private _cannonRaycastResult;
  52671. private _raycastResult;
  52672. private _physicsBodysToRemoveAfterStep;
  52673. BJSCANNON: any;
  52674. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52675. setGravity(gravity: Vector3): void;
  52676. setTimeStep(timeStep: number): void;
  52677. getTimeStep(): number;
  52678. executeStep(delta: number): void;
  52679. private _removeMarkedPhysicsBodiesFromWorld;
  52680. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52681. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52682. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52683. private _processChildMeshes;
  52684. removePhysicsBody(impostor: PhysicsImpostor): void;
  52685. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52686. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52687. private _addMaterial;
  52688. private _checkWithEpsilon;
  52689. private _createShape;
  52690. private _createHeightmap;
  52691. private _minus90X;
  52692. private _plus90X;
  52693. private _tmpPosition;
  52694. private _tmpDeltaPosition;
  52695. private _tmpUnityRotation;
  52696. private _updatePhysicsBodyTransformation;
  52697. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52698. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52699. isSupported(): boolean;
  52700. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52701. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52702. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52703. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52704. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52705. getBodyMass(impostor: PhysicsImpostor): number;
  52706. getBodyFriction(impostor: PhysicsImpostor): number;
  52707. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52708. getBodyRestitution(impostor: PhysicsImpostor): number;
  52709. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52710. sleepBody(impostor: PhysicsImpostor): void;
  52711. wakeUpBody(impostor: PhysicsImpostor): void;
  52712. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52713. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52714. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52715. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52716. getRadius(impostor: PhysicsImpostor): number;
  52717. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52718. dispose(): void;
  52719. private _extendNamespace;
  52720. /**
  52721. * Does a raycast in the physics world
  52722. * @param from when should the ray start?
  52723. * @param to when should the ray end?
  52724. * @returns PhysicsRaycastResult
  52725. */
  52726. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52727. }
  52728. }
  52729. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52730. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52731. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52732. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52733. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52734. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52735. import { Nullable } from "babylonjs/types";
  52736. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52737. /** @hidden */
  52738. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52739. world: any;
  52740. name: string;
  52741. BJSOIMO: any;
  52742. private _raycastResult;
  52743. constructor(iterations?: number, oimoInjection?: any);
  52744. setGravity(gravity: Vector3): void;
  52745. setTimeStep(timeStep: number): void;
  52746. getTimeStep(): number;
  52747. private _tmpImpostorsArray;
  52748. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52749. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52750. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52751. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52752. private _tmpPositionVector;
  52753. removePhysicsBody(impostor: PhysicsImpostor): void;
  52754. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52755. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52756. isSupported(): boolean;
  52757. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52758. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52759. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52760. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52761. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52762. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52763. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52764. getBodyMass(impostor: PhysicsImpostor): number;
  52765. getBodyFriction(impostor: PhysicsImpostor): number;
  52766. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52767. getBodyRestitution(impostor: PhysicsImpostor): number;
  52768. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52769. sleepBody(impostor: PhysicsImpostor): void;
  52770. wakeUpBody(impostor: PhysicsImpostor): void;
  52771. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52772. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52773. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52774. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52775. getRadius(impostor: PhysicsImpostor): number;
  52776. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52777. dispose(): void;
  52778. /**
  52779. * Does a raycast in the physics world
  52780. * @param from when should the ray start?
  52781. * @param to when should the ray end?
  52782. * @returns PhysicsRaycastResult
  52783. */
  52784. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52785. }
  52786. }
  52787. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52788. import { Nullable } from "babylonjs/types";
  52789. import { Scene } from "babylonjs/scene";
  52790. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52791. import { Color4 } from "babylonjs/Maths/math.color";
  52792. import { Mesh } from "babylonjs/Meshes/mesh";
  52793. /**
  52794. * Class containing static functions to help procedurally build meshes
  52795. */
  52796. export class RibbonBuilder {
  52797. /**
  52798. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52799. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52800. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52801. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52802. * * 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
  52803. * * 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
  52804. * * 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
  52805. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52806. * * If you create a double-sided mesh, you can choose what parts of 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
  52807. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52808. * * 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
  52809. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52810. * * 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
  52811. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52813. * @param name defines the name of the mesh
  52814. * @param options defines the options used to create the mesh
  52815. * @param scene defines the hosting scene
  52816. * @returns the ribbon mesh
  52817. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52818. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52819. */
  52820. static CreateRibbon(name: string, options: {
  52821. pathArray: Vector3[][];
  52822. closeArray?: boolean;
  52823. closePath?: boolean;
  52824. offset?: number;
  52825. updatable?: boolean;
  52826. sideOrientation?: number;
  52827. frontUVs?: Vector4;
  52828. backUVs?: Vector4;
  52829. instance?: Mesh;
  52830. invertUV?: boolean;
  52831. uvs?: Vector2[];
  52832. colors?: Color4[];
  52833. }, scene?: Nullable<Scene>): Mesh;
  52834. }
  52835. }
  52836. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52837. import { Nullable } from "babylonjs/types";
  52838. import { Scene } from "babylonjs/scene";
  52839. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52840. import { Mesh } from "babylonjs/Meshes/mesh";
  52841. /**
  52842. * Class containing static functions to help procedurally build meshes
  52843. */
  52844. export class ShapeBuilder {
  52845. /**
  52846. * 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.
  52847. * * 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.
  52848. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52849. * * 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.
  52850. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52851. * * 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
  52852. * * 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
  52853. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52854. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52855. * * If you create a double-sided mesh, you can choose what parts of 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
  52856. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52858. * @param name defines the name of the mesh
  52859. * @param options defines the options used to create the mesh
  52860. * @param scene defines the hosting scene
  52861. * @returns the extruded shape mesh
  52862. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52863. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52864. */
  52865. static ExtrudeShape(name: string, options: {
  52866. shape: Vector3[];
  52867. path: Vector3[];
  52868. scale?: number;
  52869. rotation?: number;
  52870. cap?: number;
  52871. updatable?: boolean;
  52872. sideOrientation?: number;
  52873. frontUVs?: Vector4;
  52874. backUVs?: Vector4;
  52875. instance?: Mesh;
  52876. invertUV?: boolean;
  52877. }, scene?: Nullable<Scene>): Mesh;
  52878. /**
  52879. * Creates an custom extruded shape mesh.
  52880. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52881. * * 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.
  52882. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52883. * * 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
  52884. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52885. * * 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
  52886. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52887. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52888. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52889. * * 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
  52890. * * 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
  52891. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52892. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52893. * * If you create a double-sided mesh, you can choose what parts of 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
  52894. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52896. * @param name defines the name of the mesh
  52897. * @param options defines the options used to create the mesh
  52898. * @param scene defines the hosting scene
  52899. * @returns the custom extruded shape mesh
  52900. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52901. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52902. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52903. */
  52904. static ExtrudeShapeCustom(name: string, options: {
  52905. shape: Vector3[];
  52906. path: Vector3[];
  52907. scaleFunction?: any;
  52908. rotationFunction?: any;
  52909. ribbonCloseArray?: boolean;
  52910. ribbonClosePath?: boolean;
  52911. cap?: number;
  52912. updatable?: boolean;
  52913. sideOrientation?: number;
  52914. frontUVs?: Vector4;
  52915. backUVs?: Vector4;
  52916. instance?: Mesh;
  52917. invertUV?: boolean;
  52918. }, scene?: Nullable<Scene>): Mesh;
  52919. private static _ExtrudeShapeGeneric;
  52920. }
  52921. }
  52922. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52923. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52924. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52925. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52926. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52927. import { Nullable } from "babylonjs/types";
  52928. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52929. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52930. /**
  52931. * AmmoJS Physics plugin
  52932. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52933. * @see https://github.com/kripken/ammo.js/
  52934. */
  52935. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52936. private _useDeltaForWorldStep;
  52937. /**
  52938. * Reference to the Ammo library
  52939. */
  52940. bjsAMMO: any;
  52941. /**
  52942. * Created ammoJS world which physics bodies are added to
  52943. */
  52944. world: any;
  52945. /**
  52946. * Name of the plugin
  52947. */
  52948. name: string;
  52949. private _timeStep;
  52950. private _fixedTimeStep;
  52951. private _maxSteps;
  52952. private _tmpQuaternion;
  52953. private _tmpAmmoTransform;
  52954. private _tmpAmmoQuaternion;
  52955. private _tmpAmmoConcreteContactResultCallback;
  52956. private _collisionConfiguration;
  52957. private _dispatcher;
  52958. private _overlappingPairCache;
  52959. private _solver;
  52960. private _softBodySolver;
  52961. private _tmpAmmoVectorA;
  52962. private _tmpAmmoVectorB;
  52963. private _tmpAmmoVectorC;
  52964. private _tmpAmmoVectorD;
  52965. private _tmpContactCallbackResult;
  52966. private _tmpAmmoVectorRCA;
  52967. private _tmpAmmoVectorRCB;
  52968. private _raycastResult;
  52969. private static readonly DISABLE_COLLISION_FLAG;
  52970. private static readonly KINEMATIC_FLAG;
  52971. private static readonly DISABLE_DEACTIVATION_FLAG;
  52972. /**
  52973. * Initializes the ammoJS plugin
  52974. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52975. * @param ammoInjection can be used to inject your own ammo reference
  52976. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52977. */
  52978. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52979. /**
  52980. * Sets the gravity of the physics world (m/(s^2))
  52981. * @param gravity Gravity to set
  52982. */
  52983. setGravity(gravity: Vector3): void;
  52984. /**
  52985. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52986. * @param timeStep timestep to use in seconds
  52987. */
  52988. setTimeStep(timeStep: number): void;
  52989. /**
  52990. * 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)
  52991. * @param fixedTimeStep fixedTimeStep to use in seconds
  52992. */
  52993. setFixedTimeStep(fixedTimeStep: number): void;
  52994. /**
  52995. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52996. * @param maxSteps the maximum number of steps by the physics engine per frame
  52997. */
  52998. setMaxSteps(maxSteps: number): void;
  52999. /**
  53000. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53001. * @returns the current timestep in seconds
  53002. */
  53003. getTimeStep(): number;
  53004. private _isImpostorInContact;
  53005. private _isImpostorPairInContact;
  53006. private _stepSimulation;
  53007. /**
  53008. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53009. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53010. * After the step the babylon meshes are set to the position of the physics imposters
  53011. * @param delta amount of time to step forward
  53012. * @param impostors array of imposters to update before/after the step
  53013. */
  53014. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53015. /**
  53016. * Update babylon mesh to match physics world object
  53017. * @param impostor imposter to match
  53018. */
  53019. private _afterSoftStep;
  53020. /**
  53021. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53022. * @param impostor imposter to match
  53023. */
  53024. private _ropeStep;
  53025. /**
  53026. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53027. * @param impostor imposter to match
  53028. */
  53029. private _softbodyOrClothStep;
  53030. private _tmpVector;
  53031. private _tmpMatrix;
  53032. /**
  53033. * Applies an impulse on the imposter
  53034. * @param impostor imposter to apply impulse to
  53035. * @param force amount of force to be applied to the imposter
  53036. * @param contactPoint the location to apply the impulse on the imposter
  53037. */
  53038. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53039. /**
  53040. * Applies a force on the imposter
  53041. * @param impostor imposter to apply force
  53042. * @param force amount of force to be applied to the imposter
  53043. * @param contactPoint the location to apply the force on the imposter
  53044. */
  53045. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53046. /**
  53047. * Creates a physics body using the plugin
  53048. * @param impostor the imposter to create the physics body on
  53049. */
  53050. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53051. /**
  53052. * Removes the physics body from the imposter and disposes of the body's memory
  53053. * @param impostor imposter to remove the physics body from
  53054. */
  53055. removePhysicsBody(impostor: PhysicsImpostor): void;
  53056. /**
  53057. * Generates a joint
  53058. * @param impostorJoint the imposter joint to create the joint with
  53059. */
  53060. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53061. /**
  53062. * Removes a joint
  53063. * @param impostorJoint the imposter joint to remove the joint from
  53064. */
  53065. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53066. private _addMeshVerts;
  53067. /**
  53068. * Initialise the soft body vertices to match its object's (mesh) vertices
  53069. * Softbody vertices (nodes) are in world space and to match this
  53070. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53071. * @param impostor to create the softbody for
  53072. */
  53073. private _softVertexData;
  53074. /**
  53075. * Create an impostor's soft body
  53076. * @param impostor to create the softbody for
  53077. */
  53078. private _createSoftbody;
  53079. /**
  53080. * Create cloth for an impostor
  53081. * @param impostor to create the softbody for
  53082. */
  53083. private _createCloth;
  53084. /**
  53085. * Create rope for an impostor
  53086. * @param impostor to create the softbody for
  53087. */
  53088. private _createRope;
  53089. private _addHullVerts;
  53090. private _createShape;
  53091. /**
  53092. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53093. * @param impostor imposter containing the physics body and babylon object
  53094. */
  53095. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53096. /**
  53097. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53098. * @param impostor imposter containing the physics body and babylon object
  53099. * @param newPosition new position
  53100. * @param newRotation new rotation
  53101. */
  53102. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53103. /**
  53104. * If this plugin is supported
  53105. * @returns true if its supported
  53106. */
  53107. isSupported(): boolean;
  53108. /**
  53109. * Sets the linear velocity of the physics body
  53110. * @param impostor imposter to set the velocity on
  53111. * @param velocity velocity to set
  53112. */
  53113. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53114. /**
  53115. * Sets the angular velocity of the physics body
  53116. * @param impostor imposter to set the velocity on
  53117. * @param velocity velocity to set
  53118. */
  53119. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53120. /**
  53121. * gets the linear velocity
  53122. * @param impostor imposter to get linear velocity from
  53123. * @returns linear velocity
  53124. */
  53125. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53126. /**
  53127. * gets the angular velocity
  53128. * @param impostor imposter to get angular velocity from
  53129. * @returns angular velocity
  53130. */
  53131. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53132. /**
  53133. * Sets the mass of physics body
  53134. * @param impostor imposter to set the mass on
  53135. * @param mass mass to set
  53136. */
  53137. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53138. /**
  53139. * Gets the mass of the physics body
  53140. * @param impostor imposter to get the mass from
  53141. * @returns mass
  53142. */
  53143. getBodyMass(impostor: PhysicsImpostor): number;
  53144. /**
  53145. * Gets friction of the impostor
  53146. * @param impostor impostor to get friction from
  53147. * @returns friction value
  53148. */
  53149. getBodyFriction(impostor: PhysicsImpostor): number;
  53150. /**
  53151. * Sets friction of the impostor
  53152. * @param impostor impostor to set friction on
  53153. * @param friction friction value
  53154. */
  53155. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53156. /**
  53157. * Gets restitution of the impostor
  53158. * @param impostor impostor to get restitution from
  53159. * @returns restitution value
  53160. */
  53161. getBodyRestitution(impostor: PhysicsImpostor): number;
  53162. /**
  53163. * Sets resitution of the impostor
  53164. * @param impostor impostor to set resitution on
  53165. * @param restitution resitution value
  53166. */
  53167. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53168. /**
  53169. * Gets pressure inside the impostor
  53170. * @param impostor impostor to get pressure from
  53171. * @returns pressure value
  53172. */
  53173. getBodyPressure(impostor: PhysicsImpostor): number;
  53174. /**
  53175. * Sets pressure inside a soft body impostor
  53176. * Cloth and rope must remain 0 pressure
  53177. * @param impostor impostor to set pressure on
  53178. * @param pressure pressure value
  53179. */
  53180. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53181. /**
  53182. * Gets stiffness of the impostor
  53183. * @param impostor impostor to get stiffness from
  53184. * @returns pressure value
  53185. */
  53186. getBodyStiffness(impostor: PhysicsImpostor): number;
  53187. /**
  53188. * Sets stiffness of the impostor
  53189. * @param impostor impostor to set stiffness on
  53190. * @param stiffness stiffness value from 0 to 1
  53191. */
  53192. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53193. /**
  53194. * Gets velocityIterations of the impostor
  53195. * @param impostor impostor to get velocity iterations from
  53196. * @returns velocityIterations value
  53197. */
  53198. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53199. /**
  53200. * Sets velocityIterations of the impostor
  53201. * @param impostor impostor to set velocity iterations on
  53202. * @param velocityIterations velocityIterations value
  53203. */
  53204. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53205. /**
  53206. * Gets positionIterations of the impostor
  53207. * @param impostor impostor to get position iterations from
  53208. * @returns positionIterations value
  53209. */
  53210. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53211. /**
  53212. * Sets positionIterations of the impostor
  53213. * @param impostor impostor to set position on
  53214. * @param positionIterations positionIterations value
  53215. */
  53216. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53217. /**
  53218. * Append an anchor to a cloth object
  53219. * @param impostor is the cloth impostor to add anchor to
  53220. * @param otherImpostor is the rigid impostor to anchor to
  53221. * @param width ratio across width from 0 to 1
  53222. * @param height ratio up height from 0 to 1
  53223. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53224. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53225. */
  53226. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53227. /**
  53228. * Append an hook to a rope object
  53229. * @param impostor is the rope impostor to add hook to
  53230. * @param otherImpostor is the rigid impostor to hook to
  53231. * @param length ratio along the rope from 0 to 1
  53232. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53233. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53234. */
  53235. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53236. /**
  53237. * Sleeps the physics body and stops it from being active
  53238. * @param impostor impostor to sleep
  53239. */
  53240. sleepBody(impostor: PhysicsImpostor): void;
  53241. /**
  53242. * Activates the physics body
  53243. * @param impostor impostor to activate
  53244. */
  53245. wakeUpBody(impostor: PhysicsImpostor): void;
  53246. /**
  53247. * Updates the distance parameters of the joint
  53248. * @param joint joint to update
  53249. * @param maxDistance maximum distance of the joint
  53250. * @param minDistance minimum distance of the joint
  53251. */
  53252. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53253. /**
  53254. * Sets a motor on the joint
  53255. * @param joint joint to set motor on
  53256. * @param speed speed of the motor
  53257. * @param maxForce maximum force of the motor
  53258. * @param motorIndex index of the motor
  53259. */
  53260. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53261. /**
  53262. * Sets the motors limit
  53263. * @param joint joint to set limit on
  53264. * @param upperLimit upper limit
  53265. * @param lowerLimit lower limit
  53266. */
  53267. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53268. /**
  53269. * Syncs the position and rotation of a mesh with the impostor
  53270. * @param mesh mesh to sync
  53271. * @param impostor impostor to update the mesh with
  53272. */
  53273. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53274. /**
  53275. * Gets the radius of the impostor
  53276. * @param impostor impostor to get radius from
  53277. * @returns the radius
  53278. */
  53279. getRadius(impostor: PhysicsImpostor): number;
  53280. /**
  53281. * Gets the box size of the impostor
  53282. * @param impostor impostor to get box size from
  53283. * @param result the resulting box size
  53284. */
  53285. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53286. /**
  53287. * Disposes of the impostor
  53288. */
  53289. dispose(): void;
  53290. /**
  53291. * Does a raycast in the physics world
  53292. * @param from when should the ray start?
  53293. * @param to when should the ray end?
  53294. * @returns PhysicsRaycastResult
  53295. */
  53296. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53297. }
  53298. }
  53299. declare module "babylonjs/Probes/reflectionProbe" {
  53300. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53301. import { Vector3 } from "babylonjs/Maths/math.vector";
  53302. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53303. import { Nullable } from "babylonjs/types";
  53304. import { Scene } from "babylonjs/scene";
  53305. module "babylonjs/abstractScene" {
  53306. interface AbstractScene {
  53307. /**
  53308. * The list of reflection probes added to the scene
  53309. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53310. */
  53311. reflectionProbes: Array<ReflectionProbe>;
  53312. /**
  53313. * Removes the given reflection probe from this scene.
  53314. * @param toRemove The reflection probe to remove
  53315. * @returns The index of the removed reflection probe
  53316. */
  53317. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53318. /**
  53319. * Adds the given reflection probe to this scene.
  53320. * @param newReflectionProbe The reflection probe to add
  53321. */
  53322. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53323. }
  53324. }
  53325. /**
  53326. * Class used to generate realtime reflection / refraction cube textures
  53327. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53328. */
  53329. export class ReflectionProbe {
  53330. /** defines the name of the probe */
  53331. name: string;
  53332. private _scene;
  53333. private _renderTargetTexture;
  53334. private _projectionMatrix;
  53335. private _viewMatrix;
  53336. private _target;
  53337. private _add;
  53338. private _attachedMesh;
  53339. private _invertYAxis;
  53340. /** Gets or sets probe position (center of the cube map) */
  53341. position: Vector3;
  53342. /**
  53343. * Creates a new reflection probe
  53344. * @param name defines the name of the probe
  53345. * @param size defines the texture resolution (for each face)
  53346. * @param scene defines the hosting scene
  53347. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53348. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53349. */
  53350. constructor(
  53351. /** defines the name of the probe */
  53352. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53353. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53354. samples: number;
  53355. /** Gets or sets the refresh rate to use (on every frame by default) */
  53356. refreshRate: number;
  53357. /**
  53358. * Gets the hosting scene
  53359. * @returns a Scene
  53360. */
  53361. getScene(): Scene;
  53362. /** Gets the internal CubeTexture used to render to */
  53363. readonly cubeTexture: RenderTargetTexture;
  53364. /** Gets the list of meshes to render */
  53365. readonly renderList: Nullable<AbstractMesh[]>;
  53366. /**
  53367. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53368. * @param mesh defines the mesh to attach to
  53369. */
  53370. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53371. /**
  53372. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53373. * @param renderingGroupId The rendering group id corresponding to its index
  53374. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53375. */
  53376. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53377. /**
  53378. * Clean all associated resources
  53379. */
  53380. dispose(): void;
  53381. /**
  53382. * Converts the reflection probe information to a readable string for debug purpose.
  53383. * @param fullDetails Supports for multiple levels of logging within scene loading
  53384. * @returns the human readable reflection probe info
  53385. */
  53386. toString(fullDetails?: boolean): string;
  53387. /**
  53388. * Get the class name of the relfection probe.
  53389. * @returns "ReflectionProbe"
  53390. */
  53391. getClassName(): string;
  53392. /**
  53393. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53394. * @returns The JSON representation of the texture
  53395. */
  53396. serialize(): any;
  53397. /**
  53398. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53399. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53400. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53401. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53402. * @returns The parsed reflection probe if successful
  53403. */
  53404. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53405. }
  53406. }
  53407. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53408. /** @hidden */
  53409. export var _BabylonLoaderRegistered: boolean;
  53410. }
  53411. declare module "babylonjs/Loading/Plugins/index" {
  53412. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53413. }
  53414. declare module "babylonjs/Loading/index" {
  53415. export * from "babylonjs/Loading/loadingScreen";
  53416. export * from "babylonjs/Loading/Plugins/index";
  53417. export * from "babylonjs/Loading/sceneLoader";
  53418. export * from "babylonjs/Loading/sceneLoaderFlags";
  53419. }
  53420. declare module "babylonjs/Materials/Background/index" {
  53421. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53422. }
  53423. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53424. import { Scene } from "babylonjs/scene";
  53425. import { Color3 } from "babylonjs/Maths/math.color";
  53426. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53427. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53428. /**
  53429. * The Physically based simple base material of BJS.
  53430. *
  53431. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53432. * It is used as the base class for both the specGloss and metalRough conventions.
  53433. */
  53434. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53435. /**
  53436. * Number of Simultaneous lights allowed on the material.
  53437. */
  53438. maxSimultaneousLights: number;
  53439. /**
  53440. * If sets to true, disables all the lights affecting the material.
  53441. */
  53442. disableLighting: boolean;
  53443. /**
  53444. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53445. */
  53446. environmentTexture: BaseTexture;
  53447. /**
  53448. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53449. */
  53450. invertNormalMapX: boolean;
  53451. /**
  53452. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53453. */
  53454. invertNormalMapY: boolean;
  53455. /**
  53456. * Normal map used in the model.
  53457. */
  53458. normalTexture: BaseTexture;
  53459. /**
  53460. * Emissivie color used to self-illuminate the model.
  53461. */
  53462. emissiveColor: Color3;
  53463. /**
  53464. * Emissivie texture used to self-illuminate the model.
  53465. */
  53466. emissiveTexture: BaseTexture;
  53467. /**
  53468. * Occlusion Channel Strenght.
  53469. */
  53470. occlusionStrength: number;
  53471. /**
  53472. * Occlusion Texture of the material (adding extra occlusion effects).
  53473. */
  53474. occlusionTexture: BaseTexture;
  53475. /**
  53476. * Defines the alpha limits in alpha test mode.
  53477. */
  53478. alphaCutOff: number;
  53479. /**
  53480. * Gets the current double sided mode.
  53481. */
  53482. /**
  53483. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53484. */
  53485. doubleSided: boolean;
  53486. /**
  53487. * Stores the pre-calculated light information of a mesh in a texture.
  53488. */
  53489. lightmapTexture: BaseTexture;
  53490. /**
  53491. * If true, the light map contains occlusion information instead of lighting info.
  53492. */
  53493. useLightmapAsShadowmap: boolean;
  53494. /**
  53495. * Instantiates a new PBRMaterial instance.
  53496. *
  53497. * @param name The material name
  53498. * @param scene The scene the material will be use in.
  53499. */
  53500. constructor(name: string, scene: Scene);
  53501. getClassName(): string;
  53502. }
  53503. }
  53504. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53505. import { Scene } from "babylonjs/scene";
  53506. import { Color3 } from "babylonjs/Maths/math.color";
  53507. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53508. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53509. /**
  53510. * The PBR material of BJS following the metal roughness convention.
  53511. *
  53512. * This fits to the PBR convention in the GLTF definition:
  53513. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53514. */
  53515. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53516. /**
  53517. * The base color has two different interpretations depending on the value of metalness.
  53518. * When the material is a metal, the base color is the specific measured reflectance value
  53519. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53520. * of the material.
  53521. */
  53522. baseColor: Color3;
  53523. /**
  53524. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53525. * well as opacity information in the alpha channel.
  53526. */
  53527. baseTexture: BaseTexture;
  53528. /**
  53529. * Specifies the metallic scalar value of the material.
  53530. * Can also be used to scale the metalness values of the metallic texture.
  53531. */
  53532. metallic: number;
  53533. /**
  53534. * Specifies the roughness scalar value of the material.
  53535. * Can also be used to scale the roughness values of the metallic texture.
  53536. */
  53537. roughness: number;
  53538. /**
  53539. * Texture containing both the metallic value in the B channel and the
  53540. * roughness value in the G channel to keep better precision.
  53541. */
  53542. metallicRoughnessTexture: BaseTexture;
  53543. /**
  53544. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53545. *
  53546. * @param name The material name
  53547. * @param scene The scene the material will be use in.
  53548. */
  53549. constructor(name: string, scene: Scene);
  53550. /**
  53551. * Return the currrent class name of the material.
  53552. */
  53553. getClassName(): string;
  53554. /**
  53555. * Makes a duplicate of the current material.
  53556. * @param name - name to use for the new material.
  53557. */
  53558. clone(name: string): PBRMetallicRoughnessMaterial;
  53559. /**
  53560. * Serialize the material to a parsable JSON object.
  53561. */
  53562. serialize(): any;
  53563. /**
  53564. * Parses a JSON object correponding to the serialize function.
  53565. */
  53566. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53567. }
  53568. }
  53569. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53570. import { Scene } from "babylonjs/scene";
  53571. import { Color3 } from "babylonjs/Maths/math.color";
  53572. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53573. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53574. /**
  53575. * The PBR material of BJS following the specular glossiness convention.
  53576. *
  53577. * This fits to the PBR convention in the GLTF definition:
  53578. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53579. */
  53580. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53581. /**
  53582. * Specifies the diffuse color of the material.
  53583. */
  53584. diffuseColor: Color3;
  53585. /**
  53586. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53587. * channel.
  53588. */
  53589. diffuseTexture: BaseTexture;
  53590. /**
  53591. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53592. */
  53593. specularColor: Color3;
  53594. /**
  53595. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53596. */
  53597. glossiness: number;
  53598. /**
  53599. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53600. */
  53601. specularGlossinessTexture: BaseTexture;
  53602. /**
  53603. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53604. *
  53605. * @param name The material name
  53606. * @param scene The scene the material will be use in.
  53607. */
  53608. constructor(name: string, scene: Scene);
  53609. /**
  53610. * Return the currrent class name of the material.
  53611. */
  53612. getClassName(): string;
  53613. /**
  53614. * Makes a duplicate of the current material.
  53615. * @param name - name to use for the new material.
  53616. */
  53617. clone(name: string): PBRSpecularGlossinessMaterial;
  53618. /**
  53619. * Serialize the material to a parsable JSON object.
  53620. */
  53621. serialize(): any;
  53622. /**
  53623. * Parses a JSON object correponding to the serialize function.
  53624. */
  53625. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53626. }
  53627. }
  53628. declare module "babylonjs/Materials/PBR/index" {
  53629. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53630. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53631. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53632. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53633. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53634. }
  53635. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53636. import { Nullable } from "babylonjs/types";
  53637. import { Scene } from "babylonjs/scene";
  53638. import { Matrix } from "babylonjs/Maths/math.vector";
  53639. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53640. /**
  53641. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53642. * It can help converting any input color in a desired output one. This can then be used to create effects
  53643. * from sepia, black and white to sixties or futuristic rendering...
  53644. *
  53645. * The only supported format is currently 3dl.
  53646. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53647. */
  53648. export class ColorGradingTexture extends BaseTexture {
  53649. /**
  53650. * The current texture matrix. (will always be identity in color grading texture)
  53651. */
  53652. private _textureMatrix;
  53653. /**
  53654. * The texture URL.
  53655. */
  53656. url: string;
  53657. /**
  53658. * Empty line regex stored for GC.
  53659. */
  53660. private static _noneEmptyLineRegex;
  53661. private _engine;
  53662. /**
  53663. * Instantiates a ColorGradingTexture from the following parameters.
  53664. *
  53665. * @param url The location of the color gradind data (currently only supporting 3dl)
  53666. * @param scene The scene the texture will be used in
  53667. */
  53668. constructor(url: string, scene: Scene);
  53669. /**
  53670. * Returns the texture matrix used in most of the material.
  53671. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53672. */
  53673. getTextureMatrix(): Matrix;
  53674. /**
  53675. * Occurs when the file being loaded is a .3dl LUT file.
  53676. */
  53677. private load3dlTexture;
  53678. /**
  53679. * Starts the loading process of the texture.
  53680. */
  53681. private loadTexture;
  53682. /**
  53683. * Clones the color gradind texture.
  53684. */
  53685. clone(): ColorGradingTexture;
  53686. /**
  53687. * Called during delayed load for textures.
  53688. */
  53689. delayLoad(): void;
  53690. /**
  53691. * Parses a color grading texture serialized by Babylon.
  53692. * @param parsedTexture The texture information being parsedTexture
  53693. * @param scene The scene to load the texture in
  53694. * @param rootUrl The root url of the data assets to load
  53695. * @return A color gradind texture
  53696. */
  53697. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53698. /**
  53699. * Serializes the LUT texture to json format.
  53700. */
  53701. serialize(): any;
  53702. }
  53703. }
  53704. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53705. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53706. import { Scene } from "babylonjs/scene";
  53707. import { Nullable } from "babylonjs/types";
  53708. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53709. /**
  53710. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53711. */
  53712. export class EquiRectangularCubeTexture extends BaseTexture {
  53713. /** The six faces of the cube. */
  53714. private static _FacesMapping;
  53715. private _noMipmap;
  53716. private _onLoad;
  53717. private _onError;
  53718. /** The size of the cubemap. */
  53719. private _size;
  53720. /** The buffer of the image. */
  53721. private _buffer;
  53722. /** The width of the input image. */
  53723. private _width;
  53724. /** The height of the input image. */
  53725. private _height;
  53726. /** The URL to the image. */
  53727. url: string;
  53728. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53729. coordinatesMode: number;
  53730. /**
  53731. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53732. * @param url The location of the image
  53733. * @param scene The scene the texture will be used in
  53734. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53735. * @param noMipmap Forces to not generate the mipmap if true
  53736. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53737. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53738. * @param onLoad — defines a callback called when texture is loaded
  53739. * @param onError — defines a callback called if there is an error
  53740. */
  53741. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53742. /**
  53743. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53744. */
  53745. private loadImage;
  53746. /**
  53747. * Convert the image buffer into a cubemap and create a CubeTexture.
  53748. */
  53749. private loadTexture;
  53750. /**
  53751. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53752. * @param buffer The ArrayBuffer that should be converted.
  53753. * @returns The buffer as Float32Array.
  53754. */
  53755. private getFloat32ArrayFromArrayBuffer;
  53756. /**
  53757. * Get the current class name of the texture useful for serialization or dynamic coding.
  53758. * @returns "EquiRectangularCubeTexture"
  53759. */
  53760. getClassName(): string;
  53761. /**
  53762. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53763. * @returns A clone of the current EquiRectangularCubeTexture.
  53764. */
  53765. clone(): EquiRectangularCubeTexture;
  53766. }
  53767. }
  53768. declare module "babylonjs/Misc/tga" {
  53769. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53770. /**
  53771. * Based on jsTGALoader - Javascript loader for TGA file
  53772. * By Vincent Thibault
  53773. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53774. */
  53775. export class TGATools {
  53776. private static _TYPE_INDEXED;
  53777. private static _TYPE_RGB;
  53778. private static _TYPE_GREY;
  53779. private static _TYPE_RLE_INDEXED;
  53780. private static _TYPE_RLE_RGB;
  53781. private static _TYPE_RLE_GREY;
  53782. private static _ORIGIN_MASK;
  53783. private static _ORIGIN_SHIFT;
  53784. private static _ORIGIN_BL;
  53785. private static _ORIGIN_BR;
  53786. private static _ORIGIN_UL;
  53787. private static _ORIGIN_UR;
  53788. /**
  53789. * Gets the header of a TGA file
  53790. * @param data defines the TGA data
  53791. * @returns the header
  53792. */
  53793. static GetTGAHeader(data: Uint8Array): any;
  53794. /**
  53795. * Uploads TGA content to a Babylon Texture
  53796. * @hidden
  53797. */
  53798. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53799. /** @hidden */
  53800. 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;
  53801. /** @hidden */
  53802. 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;
  53803. /** @hidden */
  53804. 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;
  53805. /** @hidden */
  53806. 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;
  53807. /** @hidden */
  53808. 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;
  53809. /** @hidden */
  53810. 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;
  53811. }
  53812. }
  53813. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53814. import { Nullable } from "babylonjs/types";
  53815. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53816. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53817. /**
  53818. * Implementation of the TGA Texture Loader.
  53819. * @hidden
  53820. */
  53821. export class _TGATextureLoader implements IInternalTextureLoader {
  53822. /**
  53823. * Defines wether the loader supports cascade loading the different faces.
  53824. */
  53825. readonly supportCascades: boolean;
  53826. /**
  53827. * This returns if the loader support the current file information.
  53828. * @param extension defines the file extension of the file being loaded
  53829. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53830. * @param fallback defines the fallback internal texture if any
  53831. * @param isBase64 defines whether the texture is encoded as a base64
  53832. * @param isBuffer defines whether the texture data are stored as a buffer
  53833. * @returns true if the loader can load the specified file
  53834. */
  53835. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53836. /**
  53837. * Transform the url before loading if required.
  53838. * @param rootUrl the url of the texture
  53839. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53840. * @returns the transformed texture
  53841. */
  53842. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53843. /**
  53844. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53845. * @param rootUrl the url of the texture
  53846. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53847. * @returns the fallback texture
  53848. */
  53849. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53850. /**
  53851. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53852. * @param data contains the texture data
  53853. * @param texture defines the BabylonJS internal texture
  53854. * @param createPolynomials will be true if polynomials have been requested
  53855. * @param onLoad defines the callback to trigger once the texture is ready
  53856. * @param onError defines the callback to trigger in case of error
  53857. */
  53858. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53859. /**
  53860. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53861. * @param data contains the texture data
  53862. * @param texture defines the BabylonJS internal texture
  53863. * @param callback defines the method to call once ready to upload
  53864. */
  53865. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53866. }
  53867. }
  53868. declare module "babylonjs/Misc/basis" {
  53869. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53870. /**
  53871. * Info about the .basis files
  53872. */
  53873. class BasisFileInfo {
  53874. /**
  53875. * If the file has alpha
  53876. */
  53877. hasAlpha: boolean;
  53878. /**
  53879. * Info about each image of the basis file
  53880. */
  53881. images: Array<{
  53882. levels: Array<{
  53883. width: number;
  53884. height: number;
  53885. transcodedPixels: ArrayBufferView;
  53886. }>;
  53887. }>;
  53888. }
  53889. /**
  53890. * Result of transcoding a basis file
  53891. */
  53892. class TranscodeResult {
  53893. /**
  53894. * Info about the .basis file
  53895. */
  53896. fileInfo: BasisFileInfo;
  53897. /**
  53898. * Format to use when loading the file
  53899. */
  53900. format: number;
  53901. }
  53902. /**
  53903. * Configuration options for the Basis transcoder
  53904. */
  53905. export class BasisTranscodeConfiguration {
  53906. /**
  53907. * Supported compression formats used to determine the supported output format of the transcoder
  53908. */
  53909. supportedCompressionFormats?: {
  53910. /**
  53911. * etc1 compression format
  53912. */
  53913. etc1?: boolean;
  53914. /**
  53915. * s3tc compression format
  53916. */
  53917. s3tc?: boolean;
  53918. /**
  53919. * pvrtc compression format
  53920. */
  53921. pvrtc?: boolean;
  53922. /**
  53923. * etc2 compression format
  53924. */
  53925. etc2?: boolean;
  53926. };
  53927. /**
  53928. * If mipmap levels should be loaded for transcoded images (Default: true)
  53929. */
  53930. loadMipmapLevels?: boolean;
  53931. /**
  53932. * Index of a single image to load (Default: all images)
  53933. */
  53934. loadSingleImage?: number;
  53935. }
  53936. /**
  53937. * Used to load .Basis files
  53938. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53939. */
  53940. export class BasisTools {
  53941. private static _IgnoreSupportedFormats;
  53942. /**
  53943. * URL to use when loading the basis transcoder
  53944. */
  53945. static JSModuleURL: string;
  53946. /**
  53947. * URL to use when loading the wasm module for the transcoder
  53948. */
  53949. static WasmModuleURL: string;
  53950. /**
  53951. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53952. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53953. * @returns internal format corresponding to the Basis format
  53954. */
  53955. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53956. private static _WorkerPromise;
  53957. private static _Worker;
  53958. private static _actionId;
  53959. private static _CreateWorkerAsync;
  53960. /**
  53961. * Transcodes a loaded image file to compressed pixel data
  53962. * @param imageData image data to transcode
  53963. * @param config configuration options for the transcoding
  53964. * @returns a promise resulting in the transcoded image
  53965. */
  53966. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53967. /**
  53968. * Loads a texture from the transcode result
  53969. * @param texture texture load to
  53970. * @param transcodeResult the result of transcoding the basis file to load from
  53971. */
  53972. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53973. }
  53974. }
  53975. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53976. import { Nullable } from "babylonjs/types";
  53977. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53978. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53979. /**
  53980. * Loader for .basis file format
  53981. */
  53982. export class _BasisTextureLoader implements IInternalTextureLoader {
  53983. /**
  53984. * Defines whether the loader supports cascade loading the different faces.
  53985. */
  53986. readonly supportCascades: boolean;
  53987. /**
  53988. * This returns if the loader support the current file information.
  53989. * @param extension defines the file extension of the file being loaded
  53990. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53991. * @param fallback defines the fallback internal texture if any
  53992. * @param isBase64 defines whether the texture is encoded as a base64
  53993. * @param isBuffer defines whether the texture data are stored as a buffer
  53994. * @returns true if the loader can load the specified file
  53995. */
  53996. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53997. /**
  53998. * Transform the url before loading if required.
  53999. * @param rootUrl the url of the texture
  54000. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54001. * @returns the transformed texture
  54002. */
  54003. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54004. /**
  54005. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54006. * @param rootUrl the url of the texture
  54007. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54008. * @returns the fallback texture
  54009. */
  54010. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54011. /**
  54012. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54013. * @param data contains the texture data
  54014. * @param texture defines the BabylonJS internal texture
  54015. * @param createPolynomials will be true if polynomials have been requested
  54016. * @param onLoad defines the callback to trigger once the texture is ready
  54017. * @param onError defines the callback to trigger in case of error
  54018. */
  54019. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54020. /**
  54021. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54022. * @param data contains the texture data
  54023. * @param texture defines the BabylonJS internal texture
  54024. * @param callback defines the method to call once ready to upload
  54025. */
  54026. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54027. }
  54028. }
  54029. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54030. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54031. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54032. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54033. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54034. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54035. }
  54036. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54037. import { Scene } from "babylonjs/scene";
  54038. import { Texture } from "babylonjs/Materials/Textures/texture";
  54039. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54040. /**
  54041. * 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.
  54042. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54043. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54044. */
  54045. export class CustomProceduralTexture extends ProceduralTexture {
  54046. private _animate;
  54047. private _time;
  54048. private _config;
  54049. private _texturePath;
  54050. /**
  54051. * Instantiates a new Custom Procedural Texture.
  54052. * 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.
  54053. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54054. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54055. * @param name Define the name of the texture
  54056. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54057. * @param size Define the size of the texture to create
  54058. * @param scene Define the scene the texture belongs to
  54059. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54060. * @param generateMipMaps Define if the texture should creates mip maps or not
  54061. */
  54062. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54063. private _loadJson;
  54064. /**
  54065. * Is the texture ready to be used ? (rendered at least once)
  54066. * @returns true if ready, otherwise, false.
  54067. */
  54068. isReady(): boolean;
  54069. /**
  54070. * Render the texture to its associated render target.
  54071. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54072. */
  54073. render(useCameraPostProcess?: boolean): void;
  54074. /**
  54075. * Update the list of dependant textures samplers in the shader.
  54076. */
  54077. updateTextures(): void;
  54078. /**
  54079. * Update the uniform values of the procedural texture in the shader.
  54080. */
  54081. updateShaderUniforms(): void;
  54082. /**
  54083. * Define if the texture animates or not.
  54084. */
  54085. animate: boolean;
  54086. }
  54087. }
  54088. declare module "babylonjs/Shaders/noise.fragment" {
  54089. /** @hidden */
  54090. export var noisePixelShader: {
  54091. name: string;
  54092. shader: string;
  54093. };
  54094. }
  54095. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54096. import { Nullable } from "babylonjs/types";
  54097. import { Scene } from "babylonjs/scene";
  54098. import { Texture } from "babylonjs/Materials/Textures/texture";
  54099. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54100. import "babylonjs/Shaders/noise.fragment";
  54101. /**
  54102. * Class used to generate noise procedural textures
  54103. */
  54104. export class NoiseProceduralTexture extends ProceduralTexture {
  54105. private _time;
  54106. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54107. brightness: number;
  54108. /** Defines the number of octaves to process */
  54109. octaves: number;
  54110. /** Defines the level of persistence (0.8 by default) */
  54111. persistence: number;
  54112. /** Gets or sets animation speed factor (default is 1) */
  54113. animationSpeedFactor: number;
  54114. /**
  54115. * Creates a new NoiseProceduralTexture
  54116. * @param name defines the name fo the texture
  54117. * @param size defines the size of the texture (default is 256)
  54118. * @param scene defines the hosting scene
  54119. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54120. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54121. */
  54122. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54123. private _updateShaderUniforms;
  54124. protected _getDefines(): string;
  54125. /** Generate the current state of the procedural texture */
  54126. render(useCameraPostProcess?: boolean): void;
  54127. /**
  54128. * Serializes this noise procedural texture
  54129. * @returns a serialized noise procedural texture object
  54130. */
  54131. serialize(): any;
  54132. /**
  54133. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54134. * @param parsedTexture defines parsed texture data
  54135. * @param scene defines the current scene
  54136. * @param rootUrl defines the root URL containing noise procedural texture information
  54137. * @returns a parsed NoiseProceduralTexture
  54138. */
  54139. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54140. }
  54141. }
  54142. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54143. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54144. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54145. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54146. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54147. }
  54148. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54149. import { Nullable } from "babylonjs/types";
  54150. import { Scene } from "babylonjs/scene";
  54151. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54152. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54153. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54154. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54155. /**
  54156. * Raw cube texture where the raw buffers are passed in
  54157. */
  54158. export class RawCubeTexture extends CubeTexture {
  54159. /**
  54160. * Creates a cube texture where the raw buffers are passed in.
  54161. * @param scene defines the scene the texture is attached to
  54162. * @param data defines the array of data to use to create each face
  54163. * @param size defines the size of the textures
  54164. * @param format defines the format of the data
  54165. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54166. * @param generateMipMaps defines if the engine should generate the mip levels
  54167. * @param invertY defines if data must be stored with Y axis inverted
  54168. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54169. * @param compression defines the compression used (null by default)
  54170. */
  54171. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54172. /**
  54173. * Updates the raw cube texture.
  54174. * @param data defines the data to store
  54175. * @param format defines the data format
  54176. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54177. * @param invertY defines if data must be stored with Y axis inverted
  54178. * @param compression defines the compression used (null by default)
  54179. * @param level defines which level of the texture to update
  54180. */
  54181. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54182. /**
  54183. * Updates a raw cube texture with RGBD encoded data.
  54184. * @param data defines the array of data [mipmap][face] to use to create each face
  54185. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54186. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54187. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54188. * @returns a promsie that resolves when the operation is complete
  54189. */
  54190. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54191. /**
  54192. * Clones the raw cube texture.
  54193. * @return a new cube texture
  54194. */
  54195. clone(): CubeTexture;
  54196. /** @hidden */
  54197. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54198. }
  54199. }
  54200. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54201. import { Scene } from "babylonjs/scene";
  54202. import { Texture } from "babylonjs/Materials/Textures/texture";
  54203. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54204. /**
  54205. * Class used to store 3D textures containing user data
  54206. */
  54207. export class RawTexture3D extends Texture {
  54208. /** Gets or sets the texture format to use */
  54209. format: number;
  54210. private _engine;
  54211. /**
  54212. * Create a new RawTexture3D
  54213. * @param data defines the data of the texture
  54214. * @param width defines the width of the texture
  54215. * @param height defines the height of the texture
  54216. * @param depth defines the depth of the texture
  54217. * @param format defines the texture format to use
  54218. * @param scene defines the hosting scene
  54219. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54220. * @param invertY defines if texture must be stored with Y axis inverted
  54221. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54222. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54223. */
  54224. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54225. /** Gets or sets the texture format to use */
  54226. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54227. /**
  54228. * Update the texture with new data
  54229. * @param data defines the data to store in the texture
  54230. */
  54231. update(data: ArrayBufferView): void;
  54232. }
  54233. }
  54234. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54235. import { Scene } from "babylonjs/scene";
  54236. import { Plane } from "babylonjs/Maths/math.plane";
  54237. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54238. /**
  54239. * Creates a refraction texture used by refraction channel of the standard material.
  54240. * It is like a mirror but to see through a material.
  54241. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54242. */
  54243. export class RefractionTexture extends RenderTargetTexture {
  54244. /**
  54245. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54246. * 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.
  54247. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54248. */
  54249. refractionPlane: Plane;
  54250. /**
  54251. * Define how deep under the surface we should see.
  54252. */
  54253. depth: number;
  54254. /**
  54255. * Creates a refraction texture used by refraction channel of the standard material.
  54256. * It is like a mirror but to see through a material.
  54257. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54258. * @param name Define the texture name
  54259. * @param size Define the size of the underlying texture
  54260. * @param scene Define the scene the refraction belongs to
  54261. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54262. */
  54263. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54264. /**
  54265. * Clone the refraction texture.
  54266. * @returns the cloned texture
  54267. */
  54268. clone(): RefractionTexture;
  54269. /**
  54270. * Serialize the texture to a JSON representation you could use in Parse later on
  54271. * @returns the serialized JSON representation
  54272. */
  54273. serialize(): any;
  54274. }
  54275. }
  54276. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54277. import { Nullable } from "babylonjs/types";
  54278. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54279. import { Matrix } from "babylonjs/Maths/math.vector";
  54280. import { Engine } from "babylonjs/Engines/engine";
  54281. import { Scene } from "babylonjs/scene";
  54282. /**
  54283. * Defines the options related to the creation of an HtmlElementTexture
  54284. */
  54285. export interface IHtmlElementTextureOptions {
  54286. /**
  54287. * Defines wether mip maps should be created or not.
  54288. */
  54289. generateMipMaps?: boolean;
  54290. /**
  54291. * Defines the sampling mode of the texture.
  54292. */
  54293. samplingMode?: number;
  54294. /**
  54295. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54296. */
  54297. engine: Nullable<Engine>;
  54298. /**
  54299. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54300. */
  54301. scene: Nullable<Scene>;
  54302. }
  54303. /**
  54304. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54305. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54306. * is automatically managed.
  54307. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54308. * in your application.
  54309. *
  54310. * As the update is not automatic, you need to call them manually.
  54311. */
  54312. export class HtmlElementTexture extends BaseTexture {
  54313. /**
  54314. * The texture URL.
  54315. */
  54316. element: HTMLVideoElement | HTMLCanvasElement;
  54317. private static readonly DefaultOptions;
  54318. private _textureMatrix;
  54319. private _engine;
  54320. private _isVideo;
  54321. private _generateMipMaps;
  54322. private _samplingMode;
  54323. /**
  54324. * Instantiates a HtmlElementTexture from the following parameters.
  54325. *
  54326. * @param name Defines the name of the texture
  54327. * @param element Defines the video or canvas the texture is filled with
  54328. * @param options Defines the other none mandatory texture creation options
  54329. */
  54330. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54331. private _createInternalTexture;
  54332. /**
  54333. * Returns the texture matrix used in most of the material.
  54334. */
  54335. getTextureMatrix(): Matrix;
  54336. /**
  54337. * Updates the content of the texture.
  54338. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54339. */
  54340. update(invertY?: Nullable<boolean>): void;
  54341. }
  54342. }
  54343. declare module "babylonjs/Materials/Textures/index" {
  54344. export * from "babylonjs/Materials/Textures/baseTexture";
  54345. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54346. export * from "babylonjs/Materials/Textures/cubeTexture";
  54347. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54348. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54349. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54350. export * from "babylonjs/Materials/Textures/internalTexture";
  54351. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54352. export * from "babylonjs/Materials/Textures/Loaders/index";
  54353. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54354. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54355. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54356. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54357. export * from "babylonjs/Materials/Textures/rawTexture";
  54358. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54359. export * from "babylonjs/Materials/Textures/refractionTexture";
  54360. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54361. export * from "babylonjs/Materials/Textures/texture";
  54362. export * from "babylonjs/Materials/Textures/videoTexture";
  54363. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54364. }
  54365. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54366. /**
  54367. * Enum used to define the target of a block
  54368. */
  54369. export enum NodeMaterialBlockTargets {
  54370. /** Vertex shader */
  54371. Vertex = 1,
  54372. /** Fragment shader */
  54373. Fragment = 2,
  54374. /** Neutral */
  54375. Neutral = 4,
  54376. /** Vertex and Fragment */
  54377. VertexAndFragment = 3
  54378. }
  54379. }
  54380. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54381. /**
  54382. * Defines the kind of connection point for node based material
  54383. */
  54384. export enum NodeMaterialBlockConnectionPointTypes {
  54385. /** Float */
  54386. Float = 1,
  54387. /** Int */
  54388. Int = 2,
  54389. /** Vector2 */
  54390. Vector2 = 4,
  54391. /** Vector3 */
  54392. Vector3 = 8,
  54393. /** Vector4 */
  54394. Vector4 = 16,
  54395. /** Color3 */
  54396. Color3 = 32,
  54397. /** Color4 */
  54398. Color4 = 64,
  54399. /** Matrix */
  54400. Matrix = 128,
  54401. /** Detect type based on connection */
  54402. AutoDetect = 1024,
  54403. /** Output type that will be defined by input type */
  54404. BasedOnInput = 2048
  54405. }
  54406. }
  54407. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54408. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54409. /**
  54410. * Root class for all node material optimizers
  54411. */
  54412. export class NodeMaterialOptimizer {
  54413. /**
  54414. * Function used to optimize a NodeMaterial graph
  54415. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54416. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54417. */
  54418. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54419. }
  54420. }
  54421. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54422. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54423. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54424. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54425. import { Scene } from "babylonjs/scene";
  54426. /**
  54427. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54428. */
  54429. export class TransformBlock extends NodeMaterialBlock {
  54430. /**
  54431. * Defines the value to use to complement W value to transform it to a Vector4
  54432. */
  54433. complementW: number;
  54434. /**
  54435. * Defines the value to use to complement z value to transform it to a Vector4
  54436. */
  54437. complementZ: number;
  54438. /**
  54439. * Creates a new TransformBlock
  54440. * @param name defines the block name
  54441. */
  54442. constructor(name: string);
  54443. /**
  54444. * Gets the current class name
  54445. * @returns the class name
  54446. */
  54447. getClassName(): string;
  54448. /**
  54449. * Gets the vector input
  54450. */
  54451. readonly vector: NodeMaterialConnectionPoint;
  54452. /**
  54453. * Gets the output component
  54454. */
  54455. readonly output: NodeMaterialConnectionPoint;
  54456. /**
  54457. * Gets the matrix transform input
  54458. */
  54459. readonly transform: NodeMaterialConnectionPoint;
  54460. protected _buildBlock(state: NodeMaterialBuildState): this;
  54461. serialize(): any;
  54462. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54463. protected _dumpPropertiesCode(): string;
  54464. }
  54465. }
  54466. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54467. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54468. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54469. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54470. /**
  54471. * Block used to output the vertex position
  54472. */
  54473. export class VertexOutputBlock extends NodeMaterialBlock {
  54474. /**
  54475. * Creates a new VertexOutputBlock
  54476. * @param name defines the block name
  54477. */
  54478. constructor(name: string);
  54479. /**
  54480. * Gets the current class name
  54481. * @returns the class name
  54482. */
  54483. getClassName(): string;
  54484. /**
  54485. * Gets the vector input component
  54486. */
  54487. readonly vector: NodeMaterialConnectionPoint;
  54488. protected _buildBlock(state: NodeMaterialBuildState): this;
  54489. }
  54490. }
  54491. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54492. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54493. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54494. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54495. /**
  54496. * Block used to output the final color
  54497. */
  54498. export class FragmentOutputBlock extends NodeMaterialBlock {
  54499. /**
  54500. * Create a new FragmentOutputBlock
  54501. * @param name defines the block name
  54502. */
  54503. constructor(name: string);
  54504. /**
  54505. * Gets the current class name
  54506. * @returns the class name
  54507. */
  54508. getClassName(): string;
  54509. /**
  54510. * Gets the rgba input component
  54511. */
  54512. readonly rgba: NodeMaterialConnectionPoint;
  54513. /**
  54514. * Gets the rgb input component
  54515. */
  54516. readonly rgb: NodeMaterialConnectionPoint;
  54517. /**
  54518. * Gets the a input component
  54519. */
  54520. readonly a: NodeMaterialConnectionPoint;
  54521. protected _buildBlock(state: NodeMaterialBuildState): this;
  54522. }
  54523. }
  54524. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54525. /**
  54526. * Enum used to define system values e.g. values automatically provided by the system
  54527. */
  54528. export enum NodeMaterialSystemValues {
  54529. /** World */
  54530. World = 1,
  54531. /** View */
  54532. View = 2,
  54533. /** Projection */
  54534. Projection = 3,
  54535. /** ViewProjection */
  54536. ViewProjection = 4,
  54537. /** WorldView */
  54538. WorldView = 5,
  54539. /** WorldViewProjection */
  54540. WorldViewProjection = 6,
  54541. /** CameraPosition */
  54542. CameraPosition = 7,
  54543. /** Fog Color */
  54544. FogColor = 8
  54545. }
  54546. }
  54547. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54548. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54549. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54550. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54551. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54552. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54553. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54554. import { Effect } from "babylonjs/Materials/effect";
  54555. import { Mesh } from "babylonjs/Meshes/mesh";
  54556. import { Nullable } from "babylonjs/types";
  54557. import { Scene } from "babylonjs/scene";
  54558. /**
  54559. * Block used to read a reflection texture from a sampler
  54560. */
  54561. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54562. private _define3DName;
  54563. private _defineCubicName;
  54564. private _defineExplicitName;
  54565. private _defineProjectionName;
  54566. private _defineLocalCubicName;
  54567. private _defineSphericalName;
  54568. private _definePlanarName;
  54569. private _defineEquirectangularName;
  54570. private _defineMirroredEquirectangularFixedName;
  54571. private _defineEquirectangularFixedName;
  54572. private _defineSkyboxName;
  54573. private _cubeSamplerName;
  54574. private _2DSamplerName;
  54575. private _positionUVWName;
  54576. private _directionWName;
  54577. private _reflectionCoordsName;
  54578. private _reflection2DCoordsName;
  54579. private _reflectionColorName;
  54580. private _reflectionMatrixName;
  54581. /**
  54582. * Gets or sets the texture associated with the node
  54583. */
  54584. texture: Nullable<BaseTexture>;
  54585. /**
  54586. * Create a new TextureBlock
  54587. * @param name defines the block name
  54588. */
  54589. constructor(name: string);
  54590. /**
  54591. * Gets the current class name
  54592. * @returns the class name
  54593. */
  54594. getClassName(): string;
  54595. /**
  54596. * Gets the world position input component
  54597. */
  54598. readonly position: NodeMaterialConnectionPoint;
  54599. /**
  54600. * Gets the world position input component
  54601. */
  54602. readonly worldPosition: NodeMaterialConnectionPoint;
  54603. /**
  54604. * Gets the world normal input component
  54605. */
  54606. readonly worldNormal: NodeMaterialConnectionPoint;
  54607. /**
  54608. * Gets the world input component
  54609. */
  54610. readonly world: NodeMaterialConnectionPoint;
  54611. /**
  54612. * Gets the camera (or eye) position component
  54613. */
  54614. readonly cameraPosition: NodeMaterialConnectionPoint;
  54615. /**
  54616. * Gets the view input component
  54617. */
  54618. readonly view: NodeMaterialConnectionPoint;
  54619. /**
  54620. * Gets the rgb output component
  54621. */
  54622. readonly rgb: NodeMaterialConnectionPoint;
  54623. /**
  54624. * Gets the r output component
  54625. */
  54626. readonly r: NodeMaterialConnectionPoint;
  54627. /**
  54628. * Gets the g output component
  54629. */
  54630. readonly g: NodeMaterialConnectionPoint;
  54631. /**
  54632. * Gets the b output component
  54633. */
  54634. readonly b: NodeMaterialConnectionPoint;
  54635. autoConfigure(material: NodeMaterial): void;
  54636. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54637. isReady(): boolean;
  54638. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54639. private _injectVertexCode;
  54640. private _writeOutput;
  54641. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54642. serialize(): any;
  54643. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54644. }
  54645. }
  54646. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54647. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54648. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54649. import { Scene } from "babylonjs/scene";
  54650. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54651. import { Matrix } from "babylonjs/Maths/math.vector";
  54652. import { Mesh } from "babylonjs/Meshes/mesh";
  54653. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54654. import { Observable } from "babylonjs/Misc/observable";
  54655. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54656. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54657. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54658. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54659. import { Nullable } from "babylonjs/types";
  54660. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54661. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54662. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54663. /**
  54664. * Interface used to configure the node material editor
  54665. */
  54666. export interface INodeMaterialEditorOptions {
  54667. /** Define the URl to load node editor script */
  54668. editorURL?: string;
  54669. }
  54670. /** @hidden */
  54671. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54672. /** BONES */
  54673. NUM_BONE_INFLUENCERS: number;
  54674. BonesPerMesh: number;
  54675. BONETEXTURE: boolean;
  54676. /** MORPH TARGETS */
  54677. MORPHTARGETS: boolean;
  54678. MORPHTARGETS_NORMAL: boolean;
  54679. MORPHTARGETS_TANGENT: boolean;
  54680. MORPHTARGETS_UV: boolean;
  54681. NUM_MORPH_INFLUENCERS: number;
  54682. /** IMAGE PROCESSING */
  54683. IMAGEPROCESSING: boolean;
  54684. VIGNETTE: boolean;
  54685. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54686. VIGNETTEBLENDMODEOPAQUE: boolean;
  54687. TONEMAPPING: boolean;
  54688. TONEMAPPING_ACES: boolean;
  54689. CONTRAST: boolean;
  54690. EXPOSURE: boolean;
  54691. COLORCURVES: boolean;
  54692. COLORGRADING: boolean;
  54693. COLORGRADING3D: boolean;
  54694. SAMPLER3DGREENDEPTH: boolean;
  54695. SAMPLER3DBGRMAP: boolean;
  54696. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54697. /** MISC. */
  54698. BUMPDIRECTUV: number;
  54699. constructor();
  54700. setValue(name: string, value: boolean): void;
  54701. }
  54702. /**
  54703. * Class used to configure NodeMaterial
  54704. */
  54705. export interface INodeMaterialOptions {
  54706. /**
  54707. * Defines if blocks should emit comments
  54708. */
  54709. emitComments: boolean;
  54710. }
  54711. /**
  54712. * Class used to create a node based material built by assembling shader blocks
  54713. */
  54714. export class NodeMaterial extends PushMaterial {
  54715. private static _BuildIdGenerator;
  54716. private _options;
  54717. private _vertexCompilationState;
  54718. private _fragmentCompilationState;
  54719. private _sharedData;
  54720. private _buildId;
  54721. private _buildWasSuccessful;
  54722. private _cachedWorldViewMatrix;
  54723. private _cachedWorldViewProjectionMatrix;
  54724. private _optimizers;
  54725. private _animationFrame;
  54726. /** Define the URl to load node editor script */
  54727. static EditorURL: string;
  54728. private BJSNODEMATERIALEDITOR;
  54729. /** Get the inspector from bundle or global */
  54730. private _getGlobalNodeMaterialEditor;
  54731. /**
  54732. * 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)
  54733. */
  54734. ignoreAlpha: boolean;
  54735. /**
  54736. * Defines the maximum number of lights that can be used in the material
  54737. */
  54738. maxSimultaneousLights: number;
  54739. /**
  54740. * Observable raised when the material is built
  54741. */
  54742. onBuildObservable: Observable<NodeMaterial>;
  54743. /**
  54744. * Gets or sets the root nodes of the material vertex shader
  54745. */
  54746. _vertexOutputNodes: NodeMaterialBlock[];
  54747. /**
  54748. * Gets or sets the root nodes of the material fragment (pixel) shader
  54749. */
  54750. _fragmentOutputNodes: NodeMaterialBlock[];
  54751. /** Gets or sets options to control the node material overall behavior */
  54752. options: INodeMaterialOptions;
  54753. /**
  54754. * Default configuration related to image processing available in the standard Material.
  54755. */
  54756. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54757. /**
  54758. * Gets the image processing configuration used either in this material.
  54759. */
  54760. /**
  54761. * Sets the Default image processing configuration used either in the this material.
  54762. *
  54763. * If sets to null, the scene one is in use.
  54764. */
  54765. imageProcessingConfiguration: ImageProcessingConfiguration;
  54766. /**
  54767. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54768. */
  54769. attachedBlocks: NodeMaterialBlock[];
  54770. /**
  54771. * Create a new node based material
  54772. * @param name defines the material name
  54773. * @param scene defines the hosting scene
  54774. * @param options defines creation option
  54775. */
  54776. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54777. /**
  54778. * Gets the current class name of the material e.g. "NodeMaterial"
  54779. * @returns the class name
  54780. */
  54781. getClassName(): string;
  54782. /**
  54783. * Keep track of the image processing observer to allow dispose and replace.
  54784. */
  54785. private _imageProcessingObserver;
  54786. /**
  54787. * Attaches a new image processing configuration to the Standard Material.
  54788. * @param configuration
  54789. */
  54790. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54791. /**
  54792. * Get a block by its name
  54793. * @param name defines the name of the block to retrieve
  54794. * @returns the required block or null if not found
  54795. */
  54796. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54797. /**
  54798. * Get a block by its name
  54799. * @param predicate defines the predicate used to find the good candidate
  54800. * @returns the required block or null if not found
  54801. */
  54802. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54803. /**
  54804. * Get an input block by its name
  54805. * @param predicate defines the predicate used to find the good candidate
  54806. * @returns the required input block or null if not found
  54807. */
  54808. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54809. /**
  54810. * Gets the list of input blocks attached to this material
  54811. * @returns an array of InputBlocks
  54812. */
  54813. getInputBlocks(): InputBlock[];
  54814. /**
  54815. * Adds a new optimizer to the list of optimizers
  54816. * @param optimizer defines the optimizers to add
  54817. * @returns the current material
  54818. */
  54819. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54820. /**
  54821. * Remove an optimizer from the list of optimizers
  54822. * @param optimizer defines the optimizers to remove
  54823. * @returns the current material
  54824. */
  54825. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54826. /**
  54827. * Add a new block to the list of output nodes
  54828. * @param node defines the node to add
  54829. * @returns the current material
  54830. */
  54831. addOutputNode(node: NodeMaterialBlock): this;
  54832. /**
  54833. * Remove a block from the list of root nodes
  54834. * @param node defines the node to remove
  54835. * @returns the current material
  54836. */
  54837. removeOutputNode(node: NodeMaterialBlock): this;
  54838. private _addVertexOutputNode;
  54839. private _removeVertexOutputNode;
  54840. private _addFragmentOutputNode;
  54841. private _removeFragmentOutputNode;
  54842. /**
  54843. * Specifies if the material will require alpha blending
  54844. * @returns a boolean specifying if alpha blending is needed
  54845. */
  54846. needAlphaBlending(): boolean;
  54847. /**
  54848. * Specifies if this material should be rendered in alpha test mode
  54849. * @returns a boolean specifying if an alpha test is needed.
  54850. */
  54851. needAlphaTesting(): boolean;
  54852. private _initializeBlock;
  54853. private _resetDualBlocks;
  54854. /**
  54855. * Build the material and generates the inner effect
  54856. * @param verbose defines if the build should log activity
  54857. */
  54858. build(verbose?: boolean): void;
  54859. /**
  54860. * Runs an otpimization phase to try to improve the shader code
  54861. */
  54862. optimize(): void;
  54863. private _prepareDefinesForAttributes;
  54864. /**
  54865. * Get if the submesh is ready to be used and all its information available.
  54866. * Child classes can use it to update shaders
  54867. * @param mesh defines the mesh to check
  54868. * @param subMesh defines which submesh to check
  54869. * @param useInstances specifies that instances should be used
  54870. * @returns a boolean indicating that the submesh is ready or not
  54871. */
  54872. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54873. /**
  54874. * Get a string representing the shaders built by the current node graph
  54875. */
  54876. readonly compiledShaders: string;
  54877. /**
  54878. * Binds the world matrix to the material
  54879. * @param world defines the world transformation matrix
  54880. */
  54881. bindOnlyWorldMatrix(world: Matrix): void;
  54882. /**
  54883. * Binds the submesh to this material by preparing the effect and shader to draw
  54884. * @param world defines the world transformation matrix
  54885. * @param mesh defines the mesh containing the submesh
  54886. * @param subMesh defines the submesh to bind the material to
  54887. */
  54888. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54889. /**
  54890. * Gets the active textures from the material
  54891. * @returns an array of textures
  54892. */
  54893. getActiveTextures(): BaseTexture[];
  54894. /**
  54895. * Gets the list of texture blocks
  54896. * @returns an array of texture blocks
  54897. */
  54898. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54899. /**
  54900. * Specifies if the material uses a texture
  54901. * @param texture defines the texture to check against the material
  54902. * @returns a boolean specifying if the material uses the texture
  54903. */
  54904. hasTexture(texture: BaseTexture): boolean;
  54905. /**
  54906. * Disposes the material
  54907. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54908. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54909. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54910. */
  54911. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54912. /** Creates the node editor window. */
  54913. private _createNodeEditor;
  54914. /**
  54915. * Launch the node material editor
  54916. * @param config Define the configuration of the editor
  54917. * @return a promise fulfilled when the node editor is visible
  54918. */
  54919. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54920. /**
  54921. * Clear the current material
  54922. */
  54923. clear(): void;
  54924. /**
  54925. * Clear the current material and set it to a default state
  54926. */
  54927. setToDefault(): void;
  54928. /**
  54929. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54930. * @param url defines the url to load from
  54931. * @returns a promise that will fullfil when the material is fully loaded
  54932. */
  54933. loadAsync(url: string): Promise<unknown>;
  54934. private _gatherBlocks;
  54935. /**
  54936. * Generate a string containing the code declaration required to create an equivalent of this material
  54937. * @returns a string
  54938. */
  54939. generateCode(): string;
  54940. /**
  54941. * Serializes this material in a JSON representation
  54942. * @returns the serialized material object
  54943. */
  54944. serialize(): any;
  54945. private _restoreConnections;
  54946. /**
  54947. * Clear the current graph and load a new one from a serialization object
  54948. * @param source defines the JSON representation of the material
  54949. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54950. */
  54951. loadFromSerialization(source: any, rootUrl?: string): void;
  54952. /**
  54953. * Creates a node material from parsed material data
  54954. * @param source defines the JSON representation of the material
  54955. * @param scene defines the hosting scene
  54956. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54957. * @returns a new node material
  54958. */
  54959. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54960. /**
  54961. * Creates a new node material set to default basic configuration
  54962. * @param name defines the name of the material
  54963. * @param scene defines the hosting scene
  54964. * @returns a new NodeMaterial
  54965. */
  54966. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54967. }
  54968. }
  54969. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54970. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54971. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54972. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54975. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54976. import { Effect } from "babylonjs/Materials/effect";
  54977. import { Mesh } from "babylonjs/Meshes/mesh";
  54978. import { Nullable } from "babylonjs/types";
  54979. import { Texture } from "babylonjs/Materials/Textures/texture";
  54980. import { Scene } from "babylonjs/scene";
  54981. /**
  54982. * Block used to read a texture from a sampler
  54983. */
  54984. export class TextureBlock extends NodeMaterialBlock {
  54985. private _defineName;
  54986. private _samplerName;
  54987. private _transformedUVName;
  54988. private _textureTransformName;
  54989. private _textureInfoName;
  54990. private _mainUVName;
  54991. private _mainUVDefineName;
  54992. /**
  54993. * Gets or sets the texture associated with the node
  54994. */
  54995. texture: Nullable<Texture>;
  54996. /**
  54997. * Create a new TextureBlock
  54998. * @param name defines the block name
  54999. */
  55000. constructor(name: string);
  55001. /**
  55002. * Gets the current class name
  55003. * @returns the class name
  55004. */
  55005. getClassName(): string;
  55006. /**
  55007. * Gets the uv input component
  55008. */
  55009. readonly uv: NodeMaterialConnectionPoint;
  55010. /**
  55011. * Gets the rgba output component
  55012. */
  55013. readonly rgba: NodeMaterialConnectionPoint;
  55014. /**
  55015. * Gets the rgb output component
  55016. */
  55017. readonly rgb: NodeMaterialConnectionPoint;
  55018. /**
  55019. * Gets the r output component
  55020. */
  55021. readonly r: NodeMaterialConnectionPoint;
  55022. /**
  55023. * Gets the g output component
  55024. */
  55025. readonly g: NodeMaterialConnectionPoint;
  55026. /**
  55027. * Gets the b output component
  55028. */
  55029. readonly b: NodeMaterialConnectionPoint;
  55030. /**
  55031. * Gets the a output component
  55032. */
  55033. readonly a: NodeMaterialConnectionPoint;
  55034. readonly target: NodeMaterialBlockTargets;
  55035. autoConfigure(material: NodeMaterial): void;
  55036. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55037. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55038. isReady(): boolean;
  55039. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55040. private readonly _isMixed;
  55041. private _injectVertexCode;
  55042. private _writeOutput;
  55043. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55044. protected _dumpPropertiesCode(): string;
  55045. serialize(): any;
  55046. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55047. }
  55048. }
  55049. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55050. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55051. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55052. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55053. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55054. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55055. /**
  55056. * Class used to store shared data between 2 NodeMaterialBuildState
  55057. */
  55058. export class NodeMaterialBuildStateSharedData {
  55059. /**
  55060. * Gets the list of emitted varyings
  55061. */
  55062. temps: string[];
  55063. /**
  55064. * Gets the list of emitted varyings
  55065. */
  55066. varyings: string[];
  55067. /**
  55068. * Gets the varying declaration string
  55069. */
  55070. varyingDeclaration: string;
  55071. /**
  55072. * Input blocks
  55073. */
  55074. inputBlocks: InputBlock[];
  55075. /**
  55076. * Input blocks
  55077. */
  55078. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55079. /**
  55080. * Bindable blocks (Blocks that need to set data to the effect)
  55081. */
  55082. bindableBlocks: NodeMaterialBlock[];
  55083. /**
  55084. * List of blocks that can provide a compilation fallback
  55085. */
  55086. blocksWithFallbacks: NodeMaterialBlock[];
  55087. /**
  55088. * List of blocks that can provide a define update
  55089. */
  55090. blocksWithDefines: NodeMaterialBlock[];
  55091. /**
  55092. * List of blocks that can provide a repeatable content
  55093. */
  55094. repeatableContentBlocks: NodeMaterialBlock[];
  55095. /**
  55096. * List of blocks that can provide a dynamic list of uniforms
  55097. */
  55098. dynamicUniformBlocks: NodeMaterialBlock[];
  55099. /**
  55100. * List of blocks that can block the isReady function for the material
  55101. */
  55102. blockingBlocks: NodeMaterialBlock[];
  55103. /**
  55104. * Gets the list of animated inputs
  55105. */
  55106. animatedInputs: InputBlock[];
  55107. /**
  55108. * Build Id used to avoid multiple recompilations
  55109. */
  55110. buildId: number;
  55111. /** List of emitted variables */
  55112. variableNames: {
  55113. [key: string]: number;
  55114. };
  55115. /** List of emitted defines */
  55116. defineNames: {
  55117. [key: string]: number;
  55118. };
  55119. /** Should emit comments? */
  55120. emitComments: boolean;
  55121. /** Emit build activity */
  55122. verbose: boolean;
  55123. /**
  55124. * Gets the compilation hints emitted at compilation time
  55125. */
  55126. hints: {
  55127. needWorldViewMatrix: boolean;
  55128. needWorldViewProjectionMatrix: boolean;
  55129. needAlphaBlending: boolean;
  55130. needAlphaTesting: boolean;
  55131. };
  55132. /**
  55133. * List of compilation checks
  55134. */
  55135. checks: {
  55136. emitVertex: boolean;
  55137. emitFragment: boolean;
  55138. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55139. };
  55140. /** Creates a new shared data */
  55141. constructor();
  55142. /**
  55143. * Emits console errors and exceptions if there is a failing check
  55144. */
  55145. emitErrors(): void;
  55146. }
  55147. }
  55148. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55149. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55150. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55151. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55152. /**
  55153. * Class used to store node based material build state
  55154. */
  55155. export class NodeMaterialBuildState {
  55156. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55157. supportUniformBuffers: boolean;
  55158. /**
  55159. * Gets the list of emitted attributes
  55160. */
  55161. attributes: string[];
  55162. /**
  55163. * Gets the list of emitted uniforms
  55164. */
  55165. uniforms: string[];
  55166. /**
  55167. * Gets the list of emitted uniform buffers
  55168. */
  55169. uniformBuffers: string[];
  55170. /**
  55171. * Gets the list of emitted samplers
  55172. */
  55173. samplers: string[];
  55174. /**
  55175. * Gets the list of emitted functions
  55176. */
  55177. functions: {
  55178. [key: string]: string;
  55179. };
  55180. /**
  55181. * Gets the list of emitted extensions
  55182. */
  55183. extensions: {
  55184. [key: string]: string;
  55185. };
  55186. /**
  55187. * Gets the target of the compilation state
  55188. */
  55189. target: NodeMaterialBlockTargets;
  55190. /**
  55191. * Gets the list of emitted counters
  55192. */
  55193. counters: {
  55194. [key: string]: number;
  55195. };
  55196. /**
  55197. * Shared data between multiple NodeMaterialBuildState instances
  55198. */
  55199. sharedData: NodeMaterialBuildStateSharedData;
  55200. /** @hidden */
  55201. _vertexState: NodeMaterialBuildState;
  55202. /** @hidden */
  55203. _attributeDeclaration: string;
  55204. /** @hidden */
  55205. _uniformDeclaration: string;
  55206. /** @hidden */
  55207. _samplerDeclaration: string;
  55208. /** @hidden */
  55209. _varyingTransfer: string;
  55210. private _repeatableContentAnchorIndex;
  55211. /** @hidden */
  55212. _builtCompilationString: string;
  55213. /**
  55214. * Gets the emitted compilation strings
  55215. */
  55216. compilationString: string;
  55217. /**
  55218. * Finalize the compilation strings
  55219. * @param state defines the current compilation state
  55220. */
  55221. finalize(state: NodeMaterialBuildState): void;
  55222. /** @hidden */
  55223. readonly _repeatableContentAnchor: string;
  55224. /** @hidden */
  55225. _getFreeVariableName(prefix: string): string;
  55226. /** @hidden */
  55227. _getFreeDefineName(prefix: string): string;
  55228. /** @hidden */
  55229. _excludeVariableName(name: string): void;
  55230. /** @hidden */
  55231. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55232. /** @hidden */
  55233. _emitExtension(name: string, extension: string): void;
  55234. /** @hidden */
  55235. _emitFunction(name: string, code: string, comments: string): void;
  55236. /** @hidden */
  55237. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55238. replaceStrings?: {
  55239. search: RegExp;
  55240. replace: string;
  55241. }[];
  55242. repeatKey?: string;
  55243. }): string;
  55244. /** @hidden */
  55245. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55246. repeatKey?: string;
  55247. removeAttributes?: boolean;
  55248. removeUniforms?: boolean;
  55249. removeVaryings?: boolean;
  55250. removeIfDef?: boolean;
  55251. replaceStrings?: {
  55252. search: RegExp;
  55253. replace: string;
  55254. }[];
  55255. }, storeKey?: string): void;
  55256. /** @hidden */
  55257. _registerTempVariable(name: string): boolean;
  55258. /** @hidden */
  55259. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55260. /** @hidden */
  55261. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55262. }
  55263. }
  55264. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55265. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55266. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55267. import { Nullable } from "babylonjs/types";
  55268. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55269. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55270. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55271. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55272. import { Mesh } from "babylonjs/Meshes/mesh";
  55273. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55274. import { Scene } from "babylonjs/scene";
  55275. /**
  55276. * Defines a block that can be used inside a node based material
  55277. */
  55278. export class NodeMaterialBlock {
  55279. private _buildId;
  55280. private _buildTarget;
  55281. private _target;
  55282. private _isFinalMerger;
  55283. private _isInput;
  55284. /** @hidden */
  55285. _codeVariableName: string;
  55286. /** @hidden */
  55287. _inputs: NodeMaterialConnectionPoint[];
  55288. /** @hidden */
  55289. _outputs: NodeMaterialConnectionPoint[];
  55290. /** @hidden */
  55291. _preparationId: number;
  55292. /**
  55293. * Gets or sets the name of the block
  55294. */
  55295. name: string;
  55296. /**
  55297. * Gets or sets the unique id of the node
  55298. */
  55299. uniqueId: number;
  55300. /**
  55301. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55302. */
  55303. readonly isFinalMerger: boolean;
  55304. /**
  55305. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55306. */
  55307. readonly isInput: boolean;
  55308. /**
  55309. * Gets or sets the build Id
  55310. */
  55311. buildId: number;
  55312. /**
  55313. * Gets or sets the target of the block
  55314. */
  55315. target: NodeMaterialBlockTargets;
  55316. /**
  55317. * Gets the list of input points
  55318. */
  55319. readonly inputs: NodeMaterialConnectionPoint[];
  55320. /** Gets the list of output points */
  55321. readonly outputs: NodeMaterialConnectionPoint[];
  55322. /**
  55323. * Find an input by its name
  55324. * @param name defines the name of the input to look for
  55325. * @returns the input or null if not found
  55326. */
  55327. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55328. /**
  55329. * Find an output by its name
  55330. * @param name defines the name of the outputto look for
  55331. * @returns the output or null if not found
  55332. */
  55333. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55334. /**
  55335. * Creates a new NodeMaterialBlock
  55336. * @param name defines the block name
  55337. * @param target defines the target of that block (Vertex by default)
  55338. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55339. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55340. */
  55341. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55342. /**
  55343. * Initialize the block and prepare the context for build
  55344. * @param state defines the state that will be used for the build
  55345. */
  55346. initialize(state: NodeMaterialBuildState): void;
  55347. /**
  55348. * Bind data to effect. Will only be called for blocks with isBindable === true
  55349. * @param effect defines the effect to bind data to
  55350. * @param nodeMaterial defines the hosting NodeMaterial
  55351. * @param mesh defines the mesh that will be rendered
  55352. */
  55353. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55354. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55355. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55356. protected _writeFloat(value: number): string;
  55357. /**
  55358. * Gets the current class name e.g. "NodeMaterialBlock"
  55359. * @returns the class name
  55360. */
  55361. getClassName(): string;
  55362. /**
  55363. * Register a new input. Must be called inside a block constructor
  55364. * @param name defines the connection point name
  55365. * @param type defines the connection point type
  55366. * @param isOptional defines a boolean indicating that this input can be omitted
  55367. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55368. * @returns the current block
  55369. */
  55370. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55371. /**
  55372. * Register a new output. Must be called inside a block constructor
  55373. * @param name defines the connection point name
  55374. * @param type defines the connection point type
  55375. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55376. * @returns the current block
  55377. */
  55378. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55379. /**
  55380. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55381. * @param forOutput defines an optional connection point to check compatibility with
  55382. * @returns the first available input or null
  55383. */
  55384. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55385. /**
  55386. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55387. * @param forBlock defines an optional block to check compatibility with
  55388. * @returns the first available input or null
  55389. */
  55390. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55391. /**
  55392. * Gets the sibling of the given output
  55393. * @param current defines the current output
  55394. * @returns the next output in the list or null
  55395. */
  55396. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55397. /**
  55398. * Connect current block with another block
  55399. * @param other defines the block to connect with
  55400. * @param options define the various options to help pick the right connections
  55401. * @returns the current block
  55402. */
  55403. connectTo(other: NodeMaterialBlock, options?: {
  55404. input?: string;
  55405. output?: string;
  55406. outputSwizzle?: string;
  55407. }): this | undefined;
  55408. protected _buildBlock(state: NodeMaterialBuildState): void;
  55409. /**
  55410. * Add uniforms, samplers and uniform buffers at compilation time
  55411. * @param state defines the state to update
  55412. * @param nodeMaterial defines the node material requesting the update
  55413. * @param defines defines the material defines to update
  55414. */
  55415. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55416. /**
  55417. * Add potential fallbacks if shader compilation fails
  55418. * @param mesh defines the mesh to be rendered
  55419. * @param fallbacks defines the current prioritized list of fallbacks
  55420. */
  55421. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55422. /**
  55423. * Update defines for shader compilation
  55424. * @param mesh defines the mesh to be rendered
  55425. * @param nodeMaterial defines the node material requesting the update
  55426. * @param defines defines the material defines to update
  55427. * @param useInstances specifies that instances should be used
  55428. */
  55429. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55430. /**
  55431. * Initialize defines for shader compilation
  55432. * @param mesh defines the mesh to be rendered
  55433. * @param nodeMaterial defines the node material requesting the update
  55434. * @param defines defines the material defines to be prepared
  55435. * @param useInstances specifies that instances should be used
  55436. */
  55437. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55438. /**
  55439. * Lets the block try to connect some inputs automatically
  55440. * @param material defines the hosting NodeMaterial
  55441. */
  55442. autoConfigure(material: NodeMaterial): void;
  55443. /**
  55444. * Function called when a block is declared as repeatable content generator
  55445. * @param vertexShaderState defines the current compilation state for the vertex shader
  55446. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55447. * @param mesh defines the mesh to be rendered
  55448. * @param defines defines the material defines to update
  55449. */
  55450. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55451. /**
  55452. * Checks if the block is ready
  55453. * @param mesh defines the mesh to be rendered
  55454. * @param nodeMaterial defines the node material requesting the update
  55455. * @param defines defines the material defines to update
  55456. * @param useInstances specifies that instances should be used
  55457. * @returns true if the block is ready
  55458. */
  55459. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55460. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55461. private _processBuild;
  55462. /**
  55463. * Compile the current node and generate the shader code
  55464. * @param state defines the current compilation state (uniforms, samplers, current string)
  55465. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55466. * @returns true if already built
  55467. */
  55468. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55469. protected _inputRename(name: string): string;
  55470. protected _outputRename(name: string): string;
  55471. protected _dumpPropertiesCode(): string;
  55472. /** @hidden */
  55473. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55474. /**
  55475. * Clone the current block to a new identical block
  55476. * @param scene defines the hosting scene
  55477. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55478. * @returns a copy of the current block
  55479. */
  55480. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55481. /**
  55482. * Serializes this block in a JSON representation
  55483. * @returns the serialized block object
  55484. */
  55485. serialize(): any;
  55486. /** @hidden */
  55487. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55488. }
  55489. }
  55490. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55491. /**
  55492. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55493. */
  55494. export enum NodeMaterialBlockConnectionPointMode {
  55495. /** Value is an uniform */
  55496. Uniform = 0,
  55497. /** Value is a mesh attribute */
  55498. Attribute = 1,
  55499. /** Value is a varying between vertex and fragment shaders */
  55500. Varying = 2,
  55501. /** Mode is undefined */
  55502. Undefined = 3
  55503. }
  55504. }
  55505. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55506. /**
  55507. * Enum defining the type of animations supported by InputBlock
  55508. */
  55509. export enum AnimatedInputBlockTypes {
  55510. /** No animation */
  55511. None = 0,
  55512. /** Time based animation. Will only work for floats */
  55513. Time = 1
  55514. }
  55515. }
  55516. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55517. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55518. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55519. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55520. import { Nullable } from "babylonjs/types";
  55521. import { Effect } from "babylonjs/Materials/effect";
  55522. import { Matrix } from "babylonjs/Maths/math.vector";
  55523. import { Scene } from "babylonjs/scene";
  55524. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55525. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55526. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55527. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55528. /**
  55529. * Block used to expose an input value
  55530. */
  55531. export class InputBlock extends NodeMaterialBlock {
  55532. private _mode;
  55533. private _associatedVariableName;
  55534. private _storedValue;
  55535. private _valueCallback;
  55536. private _type;
  55537. private _animationType;
  55538. /** Gets or set a value used to limit the range of float values */
  55539. min: number;
  55540. /** Gets or set a value used to limit the range of float values */
  55541. max: number;
  55542. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  55543. matrixMode: number;
  55544. /** @hidden */
  55545. _systemValue: Nullable<NodeMaterialSystemValues>;
  55546. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55547. visibleInInspector: boolean;
  55548. /**
  55549. * Gets or sets the connection point type (default is float)
  55550. */
  55551. readonly type: NodeMaterialBlockConnectionPointTypes;
  55552. /**
  55553. * Creates a new InputBlock
  55554. * @param name defines the block name
  55555. * @param target defines the target of that block (Vertex by default)
  55556. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55557. */
  55558. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55559. /**
  55560. * Gets the output component
  55561. */
  55562. readonly output: NodeMaterialConnectionPoint;
  55563. /**
  55564. * Set the source of this connection point to a vertex attribute
  55565. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55566. * @returns the current connection point
  55567. */
  55568. setAsAttribute(attributeName?: string): InputBlock;
  55569. /**
  55570. * Set the source of this connection point to a system value
  55571. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55572. * @returns the current connection point
  55573. */
  55574. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55575. /**
  55576. * Gets or sets the value of that point.
  55577. * Please note that this value will be ignored if valueCallback is defined
  55578. */
  55579. value: any;
  55580. /**
  55581. * Gets or sets a callback used to get the value of that point.
  55582. * Please note that setting this value will force the connection point to ignore the value property
  55583. */
  55584. valueCallback: () => any;
  55585. /**
  55586. * Gets or sets the associated variable name in the shader
  55587. */
  55588. associatedVariableName: string;
  55589. /** Gets or sets the type of animation applied to the input */
  55590. animationType: AnimatedInputBlockTypes;
  55591. /**
  55592. * Gets a boolean indicating that this connection point not defined yet
  55593. */
  55594. readonly isUndefined: boolean;
  55595. /**
  55596. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55597. * In this case the connection point name must be the name of the uniform to use.
  55598. * Can only be set on inputs
  55599. */
  55600. isUniform: boolean;
  55601. /**
  55602. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55603. * In this case the connection point name must be the name of the attribute to use
  55604. * Can only be set on inputs
  55605. */
  55606. isAttribute: boolean;
  55607. /**
  55608. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55609. * Can only be set on exit points
  55610. */
  55611. isVarying: boolean;
  55612. /**
  55613. * Gets a boolean indicating that the current connection point is a system value
  55614. */
  55615. readonly isSystemValue: boolean;
  55616. /**
  55617. * Gets or sets the current well known value or null if not defined as a system value
  55618. */
  55619. systemValue: Nullable<NodeMaterialSystemValues>;
  55620. /**
  55621. * Gets the current class name
  55622. * @returns the class name
  55623. */
  55624. getClassName(): string;
  55625. /**
  55626. * Animate the input if animationType !== None
  55627. * @param scene defines the rendering scene
  55628. */
  55629. animate(scene: Scene): void;
  55630. private _emitDefine;
  55631. initialize(state: NodeMaterialBuildState): void;
  55632. /**
  55633. * Set the input block to its default value (based on its type)
  55634. */
  55635. setDefaultValue(): void;
  55636. protected _dumpPropertiesCode(): string;
  55637. private _emit;
  55638. /** @hidden */
  55639. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55640. /** @hidden */
  55641. _transmit(effect: Effect, scene: Scene): void;
  55642. protected _buildBlock(state: NodeMaterialBuildState): void;
  55643. serialize(): any;
  55644. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55645. }
  55646. }
  55647. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55648. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55649. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55650. import { Nullable } from "babylonjs/types";
  55651. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55652. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55653. /**
  55654. * Defines a connection point for a block
  55655. */
  55656. export class NodeMaterialConnectionPoint {
  55657. /** @hidden */
  55658. _ownerBlock: NodeMaterialBlock;
  55659. /** @hidden */
  55660. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55661. private _endpoints;
  55662. private _associatedVariableName;
  55663. /** @hidden */
  55664. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55665. /** @hidden */
  55666. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55667. private _type;
  55668. /** @hidden */
  55669. _enforceAssociatedVariableName: boolean;
  55670. /**
  55671. * Gets or sets the additional types supported byt this connection point
  55672. */
  55673. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55674. /**
  55675. * Gets or sets the associated variable name in the shader
  55676. */
  55677. associatedVariableName: string;
  55678. /**
  55679. * Gets or sets the connection point type (default is float)
  55680. */
  55681. type: NodeMaterialBlockConnectionPointTypes;
  55682. /**
  55683. * Gets or sets the connection point name
  55684. */
  55685. name: string;
  55686. /**
  55687. * Gets or sets a boolean indicating that this connection point can be omitted
  55688. */
  55689. isOptional: boolean;
  55690. /**
  55691. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55692. */
  55693. define: string;
  55694. /** Gets or sets the target of that connection point */
  55695. target: NodeMaterialBlockTargets;
  55696. /**
  55697. * Gets a boolean indicating that the current point is connected
  55698. */
  55699. readonly isConnected: boolean;
  55700. /**
  55701. * Gets a boolean indicating that the current point is connected to an input block
  55702. */
  55703. readonly isConnectedToInputBlock: boolean;
  55704. /**
  55705. * Gets a the connected input block (if any)
  55706. */
  55707. readonly connectInputBlock: Nullable<InputBlock>;
  55708. /** Get the other side of the connection (if any) */
  55709. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55710. /** Get the block that owns this connection point */
  55711. readonly ownerBlock: NodeMaterialBlock;
  55712. /** Get the block connected on the other side of this connection (if any) */
  55713. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55714. /** Get the block connected on the endpoints of this connection (if any) */
  55715. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55716. /** Gets the list of connected endpoints */
  55717. readonly endpoints: NodeMaterialConnectionPoint[];
  55718. /** Gets a boolean indicating if that output point is connected to at least one input */
  55719. readonly hasEndpoints: boolean;
  55720. /**
  55721. * Creates a new connection point
  55722. * @param name defines the connection point name
  55723. * @param ownerBlock defines the block hosting this connection point
  55724. */
  55725. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55726. /**
  55727. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55728. * @returns the class name
  55729. */
  55730. getClassName(): string;
  55731. /**
  55732. * Gets an boolean indicating if the current point can be connected to another point
  55733. * @param connectionPoint defines the other connection point
  55734. * @returns true if the connection is possible
  55735. */
  55736. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55737. /**
  55738. * Connect this point to another connection point
  55739. * @param connectionPoint defines the other connection point
  55740. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55741. * @returns the current connection point
  55742. */
  55743. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55744. /**
  55745. * Disconnect this point from one of his endpoint
  55746. * @param endpoint defines the other connection point
  55747. * @returns the current connection point
  55748. */
  55749. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55750. /**
  55751. * Serializes this point in a JSON representation
  55752. * @returns the serialized point object
  55753. */
  55754. serialize(): any;
  55755. }
  55756. }
  55757. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55758. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55759. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55761. import { Mesh } from "babylonjs/Meshes/mesh";
  55762. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55763. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55764. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55765. /**
  55766. * Block used to add support for vertex skinning (bones)
  55767. */
  55768. export class BonesBlock extends NodeMaterialBlock {
  55769. /**
  55770. * Creates a new BonesBlock
  55771. * @param name defines the block name
  55772. */
  55773. constructor(name: string);
  55774. /**
  55775. * Initialize the block and prepare the context for build
  55776. * @param state defines the state that will be used for the build
  55777. */
  55778. initialize(state: NodeMaterialBuildState): void;
  55779. /**
  55780. * Gets the current class name
  55781. * @returns the class name
  55782. */
  55783. getClassName(): string;
  55784. /**
  55785. * Gets the matrix indices input component
  55786. */
  55787. readonly matricesIndices: NodeMaterialConnectionPoint;
  55788. /**
  55789. * Gets the matrix weights input component
  55790. */
  55791. readonly matricesWeights: NodeMaterialConnectionPoint;
  55792. /**
  55793. * Gets the extra matrix indices input component
  55794. */
  55795. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55796. /**
  55797. * Gets the extra matrix weights input component
  55798. */
  55799. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55800. /**
  55801. * Gets the world input component
  55802. */
  55803. readonly world: NodeMaterialConnectionPoint;
  55804. /**
  55805. * Gets the output component
  55806. */
  55807. readonly output: NodeMaterialConnectionPoint;
  55808. autoConfigure(material: NodeMaterial): void;
  55809. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55810. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55811. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55812. protected _buildBlock(state: NodeMaterialBuildState): this;
  55813. }
  55814. }
  55815. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55816. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55817. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55818. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55819. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55820. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55821. /**
  55822. * Block used to add support for instances
  55823. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55824. */
  55825. export class InstancesBlock extends NodeMaterialBlock {
  55826. /**
  55827. * Creates a new InstancesBlock
  55828. * @param name defines the block name
  55829. */
  55830. constructor(name: string);
  55831. /**
  55832. * Gets the current class name
  55833. * @returns the class name
  55834. */
  55835. getClassName(): string;
  55836. /**
  55837. * Gets the first world row input component
  55838. */
  55839. readonly world0: NodeMaterialConnectionPoint;
  55840. /**
  55841. * Gets the second world row input component
  55842. */
  55843. readonly world1: NodeMaterialConnectionPoint;
  55844. /**
  55845. * Gets the third world row input component
  55846. */
  55847. readonly world2: NodeMaterialConnectionPoint;
  55848. /**
  55849. * Gets the forth world row input component
  55850. */
  55851. readonly world3: NodeMaterialConnectionPoint;
  55852. /**
  55853. * Gets the world input component
  55854. */
  55855. readonly world: NodeMaterialConnectionPoint;
  55856. /**
  55857. * Gets the output component
  55858. */
  55859. readonly output: NodeMaterialConnectionPoint;
  55860. autoConfigure(material: NodeMaterial): void;
  55861. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55862. protected _buildBlock(state: NodeMaterialBuildState): this;
  55863. }
  55864. }
  55865. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55866. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55867. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55868. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55870. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55871. import { Effect } from "babylonjs/Materials/effect";
  55872. import { Mesh } from "babylonjs/Meshes/mesh";
  55873. /**
  55874. * Block used to add morph targets support to vertex shader
  55875. */
  55876. export class MorphTargetsBlock extends NodeMaterialBlock {
  55877. private _repeatableContentAnchor;
  55878. private _repeatebleContentGenerated;
  55879. /**
  55880. * Create a new MorphTargetsBlock
  55881. * @param name defines the block name
  55882. */
  55883. constructor(name: string);
  55884. /**
  55885. * Gets the current class name
  55886. * @returns the class name
  55887. */
  55888. getClassName(): string;
  55889. /**
  55890. * Gets the position input component
  55891. */
  55892. readonly position: NodeMaterialConnectionPoint;
  55893. /**
  55894. * Gets the normal input component
  55895. */
  55896. readonly normal: NodeMaterialConnectionPoint;
  55897. /**
  55898. * Gets the tangent input component
  55899. */
  55900. readonly tangent: NodeMaterialConnectionPoint;
  55901. /**
  55902. * Gets the tangent input component
  55903. */
  55904. readonly uv: NodeMaterialConnectionPoint;
  55905. /**
  55906. * Gets the position output component
  55907. */
  55908. readonly positionOutput: NodeMaterialConnectionPoint;
  55909. /**
  55910. * Gets the normal output component
  55911. */
  55912. readonly normalOutput: NodeMaterialConnectionPoint;
  55913. /**
  55914. * Gets the tangent output component
  55915. */
  55916. readonly tangentOutput: NodeMaterialConnectionPoint;
  55917. /**
  55918. * Gets the tangent output component
  55919. */
  55920. readonly uvOutput: NodeMaterialConnectionPoint;
  55921. initialize(state: NodeMaterialBuildState): void;
  55922. autoConfigure(material: NodeMaterial): void;
  55923. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55924. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55925. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55926. protected _buildBlock(state: NodeMaterialBuildState): this;
  55927. }
  55928. }
  55929. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55930. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55931. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55932. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55933. import { Nullable } from "babylonjs/types";
  55934. import { Scene } from "babylonjs/scene";
  55935. import { Effect } from "babylonjs/Materials/effect";
  55936. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55937. import { Mesh } from "babylonjs/Meshes/mesh";
  55938. import { Light } from "babylonjs/Lights/light";
  55939. /**
  55940. * Block used to get data information from a light
  55941. */
  55942. export class LightInformationBlock extends NodeMaterialBlock {
  55943. private _lightDataDefineName;
  55944. private _lightColorDefineName;
  55945. /**
  55946. * Gets or sets the light associated with this block
  55947. */
  55948. light: Nullable<Light>;
  55949. /**
  55950. * Creates a new LightInformationBlock
  55951. * @param name defines the block name
  55952. */
  55953. constructor(name: string);
  55954. /**
  55955. * Gets the current class name
  55956. * @returns the class name
  55957. */
  55958. getClassName(): string;
  55959. /**
  55960. * Gets the world position input component
  55961. */
  55962. readonly worldPosition: NodeMaterialConnectionPoint;
  55963. /**
  55964. * Gets the direction output component
  55965. */
  55966. readonly direction: NodeMaterialConnectionPoint;
  55967. /**
  55968. * Gets the direction output component
  55969. */
  55970. readonly color: NodeMaterialConnectionPoint;
  55971. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55972. protected _buildBlock(state: NodeMaterialBuildState): this;
  55973. serialize(): any;
  55974. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55975. }
  55976. }
  55977. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55978. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55979. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55980. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55981. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55982. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55983. }
  55984. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55985. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55986. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55987. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55988. import { Scene } from "babylonjs/scene";
  55989. /**
  55990. * Block used to add an alpha test in the fragment shader
  55991. */
  55992. export class AlphaTestBlock extends NodeMaterialBlock {
  55993. /**
  55994. * Gets or sets the alpha value where alpha testing happens
  55995. */
  55996. alphaCutOff: number;
  55997. /**
  55998. * Create a new AlphaTestBlock
  55999. * @param name defines the block name
  56000. */
  56001. constructor(name: string);
  56002. /**
  56003. * Gets the current class name
  56004. * @returns the class name
  56005. */
  56006. getClassName(): string;
  56007. /**
  56008. * Gets the color input component
  56009. */
  56010. readonly color: NodeMaterialConnectionPoint;
  56011. /**
  56012. * Gets the alpha input component
  56013. */
  56014. readonly alpha: NodeMaterialConnectionPoint;
  56015. protected _buildBlock(state: NodeMaterialBuildState): this;
  56016. protected _dumpPropertiesCode(): string;
  56017. serialize(): any;
  56018. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56019. }
  56020. }
  56021. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  56022. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56023. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56024. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56025. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56026. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56027. import { Effect } from "babylonjs/Materials/effect";
  56028. import { Mesh } from "babylonjs/Meshes/mesh";
  56029. /**
  56030. * Block used to add image processing support to fragment shader
  56031. */
  56032. export class ImageProcessingBlock extends NodeMaterialBlock {
  56033. /**
  56034. * Create a new ImageProcessingBlock
  56035. * @param name defines the block name
  56036. */
  56037. constructor(name: string);
  56038. /**
  56039. * Gets the current class name
  56040. * @returns the class name
  56041. */
  56042. getClassName(): string;
  56043. /**
  56044. * Gets the color input component
  56045. */
  56046. readonly color: NodeMaterialConnectionPoint;
  56047. /**
  56048. * Gets the output component
  56049. */
  56050. readonly output: NodeMaterialConnectionPoint;
  56051. /**
  56052. * Initialize the block and prepare the context for build
  56053. * @param state defines the state that will be used for the build
  56054. */
  56055. initialize(state: NodeMaterialBuildState): void;
  56056. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56057. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56058. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56059. protected _buildBlock(state: NodeMaterialBuildState): this;
  56060. }
  56061. }
  56062. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56063. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56064. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56065. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56066. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56067. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56068. import { Effect } from "babylonjs/Materials/effect";
  56069. import { Mesh } from "babylonjs/Meshes/mesh";
  56070. import { Scene } from "babylonjs/scene";
  56071. /**
  56072. * Block used to pertub normals based on a normal map
  56073. */
  56074. export class PerturbNormalBlock extends NodeMaterialBlock {
  56075. private _tangentSpaceParameterName;
  56076. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56077. invertX: boolean;
  56078. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56079. invertY: boolean;
  56080. /**
  56081. * Create a new PerturbNormalBlock
  56082. * @param name defines the block name
  56083. */
  56084. constructor(name: string);
  56085. /**
  56086. * Gets the current class name
  56087. * @returns the class name
  56088. */
  56089. getClassName(): string;
  56090. /**
  56091. * Gets the world position input component
  56092. */
  56093. readonly worldPosition: NodeMaterialConnectionPoint;
  56094. /**
  56095. * Gets the world normal input component
  56096. */
  56097. readonly worldNormal: NodeMaterialConnectionPoint;
  56098. /**
  56099. * Gets the uv input component
  56100. */
  56101. readonly uv: NodeMaterialConnectionPoint;
  56102. /**
  56103. * Gets the normal map color input component
  56104. */
  56105. readonly normalMapColor: NodeMaterialConnectionPoint;
  56106. /**
  56107. * Gets the strength input component
  56108. */
  56109. readonly strength: NodeMaterialConnectionPoint;
  56110. /**
  56111. * Gets the output component
  56112. */
  56113. readonly output: NodeMaterialConnectionPoint;
  56114. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56115. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56116. autoConfigure(material: NodeMaterial): void;
  56117. protected _buildBlock(state: NodeMaterialBuildState): this;
  56118. protected _dumpPropertiesCode(): string;
  56119. serialize(): any;
  56120. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56121. }
  56122. }
  56123. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56124. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56125. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56126. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56127. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56128. }
  56129. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56130. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56131. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56132. import { Mesh } from "babylonjs/Meshes/mesh";
  56133. import { Effect } from "babylonjs/Materials/effect";
  56134. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56135. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56136. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56137. /**
  56138. * Block used to add support for scene fog
  56139. */
  56140. export class FogBlock extends NodeMaterialBlock {
  56141. private _fogDistanceName;
  56142. private _fogParameters;
  56143. /**
  56144. * Create a new FogBlock
  56145. * @param name defines the block name
  56146. */
  56147. constructor(name: string);
  56148. /**
  56149. * Gets the current class name
  56150. * @returns the class name
  56151. */
  56152. getClassName(): string;
  56153. /**
  56154. * Gets the world position input component
  56155. */
  56156. readonly worldPosition: NodeMaterialConnectionPoint;
  56157. /**
  56158. * Gets the view input component
  56159. */
  56160. readonly view: NodeMaterialConnectionPoint;
  56161. /**
  56162. * Gets the color input component
  56163. */
  56164. readonly input: NodeMaterialConnectionPoint;
  56165. /**
  56166. * Gets the fog color input component
  56167. */
  56168. readonly fogColor: NodeMaterialConnectionPoint;
  56169. /**
  56170. * Gets the output component
  56171. */
  56172. readonly output: NodeMaterialConnectionPoint;
  56173. autoConfigure(material: NodeMaterial): void;
  56174. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56175. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56176. protected _buildBlock(state: NodeMaterialBuildState): this;
  56177. }
  56178. }
  56179. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56180. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56181. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56182. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56183. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56184. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56185. import { Effect } from "babylonjs/Materials/effect";
  56186. import { Mesh } from "babylonjs/Meshes/mesh";
  56187. import { Light } from "babylonjs/Lights/light";
  56188. import { Nullable } from "babylonjs/types";
  56189. import { Scene } from "babylonjs/scene";
  56190. /**
  56191. * Block used to add light in the fragment shader
  56192. */
  56193. export class LightBlock extends NodeMaterialBlock {
  56194. private _lightId;
  56195. /**
  56196. * Gets or sets the light associated with this block
  56197. */
  56198. light: Nullable<Light>;
  56199. /**
  56200. * Create a new LightBlock
  56201. * @param name defines the block name
  56202. */
  56203. constructor(name: string);
  56204. /**
  56205. * Gets the current class name
  56206. * @returns the class name
  56207. */
  56208. getClassName(): string;
  56209. /**
  56210. * Gets the world position input component
  56211. */
  56212. readonly worldPosition: NodeMaterialConnectionPoint;
  56213. /**
  56214. * Gets the world normal input component
  56215. */
  56216. readonly worldNormal: NodeMaterialConnectionPoint;
  56217. /**
  56218. * Gets the camera (or eye) position component
  56219. */
  56220. readonly cameraPosition: NodeMaterialConnectionPoint;
  56221. /**
  56222. * Gets the diffuse output component
  56223. */
  56224. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56225. /**
  56226. * Gets the specular output component
  56227. */
  56228. readonly specularOutput: NodeMaterialConnectionPoint;
  56229. autoConfigure(material: NodeMaterial): void;
  56230. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56231. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56232. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56233. private _injectVertexCode;
  56234. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56235. serialize(): any;
  56236. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56237. }
  56238. }
  56239. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56240. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56241. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56242. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56243. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56244. }
  56245. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56246. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56247. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56248. }
  56249. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56250. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56251. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56252. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56253. /**
  56254. * Block used to multiply 2 values
  56255. */
  56256. export class MultiplyBlock extends NodeMaterialBlock {
  56257. /**
  56258. * Creates a new MultiplyBlock
  56259. * @param name defines the block name
  56260. */
  56261. constructor(name: string);
  56262. /**
  56263. * Gets the current class name
  56264. * @returns the class name
  56265. */
  56266. getClassName(): string;
  56267. /**
  56268. * Gets the left operand input component
  56269. */
  56270. readonly left: NodeMaterialConnectionPoint;
  56271. /**
  56272. * Gets the right operand input component
  56273. */
  56274. readonly right: NodeMaterialConnectionPoint;
  56275. /**
  56276. * Gets the output component
  56277. */
  56278. readonly output: NodeMaterialConnectionPoint;
  56279. protected _buildBlock(state: NodeMaterialBuildState): this;
  56280. }
  56281. }
  56282. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56283. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56284. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56285. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56286. /**
  56287. * Block used to add 2 vectors
  56288. */
  56289. export class AddBlock extends NodeMaterialBlock {
  56290. /**
  56291. * Creates a new AddBlock
  56292. * @param name defines the block name
  56293. */
  56294. constructor(name: string);
  56295. /**
  56296. * Gets the current class name
  56297. * @returns the class name
  56298. */
  56299. getClassName(): string;
  56300. /**
  56301. * Gets the left operand input component
  56302. */
  56303. readonly left: NodeMaterialConnectionPoint;
  56304. /**
  56305. * Gets the right operand input component
  56306. */
  56307. readonly right: NodeMaterialConnectionPoint;
  56308. /**
  56309. * Gets the output component
  56310. */
  56311. readonly output: NodeMaterialConnectionPoint;
  56312. protected _buildBlock(state: NodeMaterialBuildState): this;
  56313. }
  56314. }
  56315. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56316. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56317. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56318. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56319. /**
  56320. * Block used to scale a vector by a float
  56321. */
  56322. export class ScaleBlock extends NodeMaterialBlock {
  56323. /**
  56324. * Creates a new ScaleBlock
  56325. * @param name defines the block name
  56326. */
  56327. constructor(name: string);
  56328. /**
  56329. * Gets the current class name
  56330. * @returns the class name
  56331. */
  56332. getClassName(): string;
  56333. /**
  56334. * Gets the input component
  56335. */
  56336. readonly input: NodeMaterialConnectionPoint;
  56337. /**
  56338. * Gets the factor input component
  56339. */
  56340. readonly factor: NodeMaterialConnectionPoint;
  56341. /**
  56342. * Gets the output component
  56343. */
  56344. readonly output: NodeMaterialConnectionPoint;
  56345. protected _buildBlock(state: NodeMaterialBuildState): this;
  56346. }
  56347. }
  56348. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56349. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56350. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56351. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56352. import { Scene } from "babylonjs/scene";
  56353. /**
  56354. * Block used to clamp a float
  56355. */
  56356. export class ClampBlock extends NodeMaterialBlock {
  56357. /** Gets or sets the minimum range */
  56358. minimum: number;
  56359. /** Gets or sets the maximum range */
  56360. maximum: number;
  56361. /**
  56362. * Creates a new ClampBlock
  56363. * @param name defines the block name
  56364. */
  56365. constructor(name: string);
  56366. /**
  56367. * Gets the current class name
  56368. * @returns the class name
  56369. */
  56370. getClassName(): string;
  56371. /**
  56372. * Gets the value input component
  56373. */
  56374. readonly value: NodeMaterialConnectionPoint;
  56375. /**
  56376. * Gets the output component
  56377. */
  56378. readonly output: NodeMaterialConnectionPoint;
  56379. protected _buildBlock(state: NodeMaterialBuildState): this;
  56380. protected _dumpPropertiesCode(): string;
  56381. serialize(): any;
  56382. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56383. }
  56384. }
  56385. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56386. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56387. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56388. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56389. /**
  56390. * Block used to apply a cross product between 2 vectors
  56391. */
  56392. export class CrossBlock extends NodeMaterialBlock {
  56393. /**
  56394. * Creates a new CrossBlock
  56395. * @param name defines the block name
  56396. */
  56397. constructor(name: string);
  56398. /**
  56399. * Gets the current class name
  56400. * @returns the class name
  56401. */
  56402. getClassName(): string;
  56403. /**
  56404. * Gets the left operand input component
  56405. */
  56406. readonly left: NodeMaterialConnectionPoint;
  56407. /**
  56408. * Gets the right operand input component
  56409. */
  56410. readonly right: NodeMaterialConnectionPoint;
  56411. /**
  56412. * Gets the output component
  56413. */
  56414. readonly output: NodeMaterialConnectionPoint;
  56415. protected _buildBlock(state: NodeMaterialBuildState): this;
  56416. }
  56417. }
  56418. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56419. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56420. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56421. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56422. /**
  56423. * Block used to apply a dot product between 2 vectors
  56424. */
  56425. export class DotBlock extends NodeMaterialBlock {
  56426. /**
  56427. * Creates a new DotBlock
  56428. * @param name defines the block name
  56429. */
  56430. constructor(name: string);
  56431. /**
  56432. * Gets the current class name
  56433. * @returns the class name
  56434. */
  56435. getClassName(): string;
  56436. /**
  56437. * Gets the left operand input component
  56438. */
  56439. readonly left: NodeMaterialConnectionPoint;
  56440. /**
  56441. * Gets the right operand input component
  56442. */
  56443. readonly right: NodeMaterialConnectionPoint;
  56444. /**
  56445. * Gets the output component
  56446. */
  56447. readonly output: NodeMaterialConnectionPoint;
  56448. protected _buildBlock(state: NodeMaterialBuildState): this;
  56449. }
  56450. }
  56451. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56452. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56453. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56454. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56455. import { Vector2 } from "babylonjs/Maths/math.vector";
  56456. import { Scene } from "babylonjs/scene";
  56457. /**
  56458. * Block used to remap a float from a range to a new one
  56459. */
  56460. export class RemapBlock extends NodeMaterialBlock {
  56461. /**
  56462. * Gets or sets the source range
  56463. */
  56464. sourceRange: Vector2;
  56465. /**
  56466. * Gets or sets the target range
  56467. */
  56468. targetRange: Vector2;
  56469. /**
  56470. * Creates a new RemapBlock
  56471. * @param name defines the block name
  56472. */
  56473. constructor(name: string);
  56474. /**
  56475. * Gets the current class name
  56476. * @returns the class name
  56477. */
  56478. getClassName(): string;
  56479. /**
  56480. * Gets the input component
  56481. */
  56482. readonly input: NodeMaterialConnectionPoint;
  56483. /**
  56484. * Gets the source min input component
  56485. */
  56486. readonly sourceMin: NodeMaterialConnectionPoint;
  56487. /**
  56488. * Gets the source max input component
  56489. */
  56490. readonly sourceMax: NodeMaterialConnectionPoint;
  56491. /**
  56492. * Gets the target min input component
  56493. */
  56494. readonly targetMin: NodeMaterialConnectionPoint;
  56495. /**
  56496. * Gets the target max input component
  56497. */
  56498. readonly targetMax: NodeMaterialConnectionPoint;
  56499. /**
  56500. * Gets the output component
  56501. */
  56502. readonly output: NodeMaterialConnectionPoint;
  56503. protected _buildBlock(state: NodeMaterialBuildState): this;
  56504. protected _dumpPropertiesCode(): string;
  56505. serialize(): any;
  56506. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56507. }
  56508. }
  56509. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56510. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56511. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56512. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56513. /**
  56514. * Block used to normalize a vector
  56515. */
  56516. export class NormalizeBlock extends NodeMaterialBlock {
  56517. /**
  56518. * Creates a new NormalizeBlock
  56519. * @param name defines the block name
  56520. */
  56521. constructor(name: string);
  56522. /**
  56523. * Gets the current class name
  56524. * @returns the class name
  56525. */
  56526. getClassName(): string;
  56527. /**
  56528. * Gets the input component
  56529. */
  56530. readonly input: NodeMaterialConnectionPoint;
  56531. /**
  56532. * Gets the output component
  56533. */
  56534. readonly output: NodeMaterialConnectionPoint;
  56535. protected _buildBlock(state: NodeMaterialBuildState): this;
  56536. }
  56537. }
  56538. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56539. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56540. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56541. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56542. import { Scene } from "babylonjs/scene";
  56543. /**
  56544. * Operations supported by the Trigonometry block
  56545. */
  56546. export enum TrigonometryBlockOperations {
  56547. /** Cos */
  56548. Cos = 0,
  56549. /** Sin */
  56550. Sin = 1,
  56551. /** Abs */
  56552. Abs = 2,
  56553. /** Exp */
  56554. Exp = 3,
  56555. /** Exp2 */
  56556. Exp2 = 4,
  56557. /** Round */
  56558. Round = 5,
  56559. /** Floor */
  56560. Floor = 6,
  56561. /** Ceiling */
  56562. Ceiling = 7
  56563. }
  56564. /**
  56565. * Block used to apply trigonometry operation to floats
  56566. */
  56567. export class TrigonometryBlock extends NodeMaterialBlock {
  56568. /**
  56569. * Gets or sets the operation applied by the block
  56570. */
  56571. operation: TrigonometryBlockOperations;
  56572. /**
  56573. * Creates a new TrigonometryBlock
  56574. * @param name defines the block name
  56575. */
  56576. constructor(name: string);
  56577. /**
  56578. * Gets the current class name
  56579. * @returns the class name
  56580. */
  56581. getClassName(): string;
  56582. /**
  56583. * Gets the input component
  56584. */
  56585. readonly input: NodeMaterialConnectionPoint;
  56586. /**
  56587. * Gets the output component
  56588. */
  56589. readonly output: NodeMaterialConnectionPoint;
  56590. protected _buildBlock(state: NodeMaterialBuildState): this;
  56591. serialize(): any;
  56592. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56593. }
  56594. }
  56595. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56596. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56597. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56598. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56599. /**
  56600. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56601. */
  56602. export class ColorMergerBlock extends NodeMaterialBlock {
  56603. /**
  56604. * Create a new ColorMergerBlock
  56605. * @param name defines the block name
  56606. */
  56607. constructor(name: string);
  56608. /**
  56609. * Gets the current class name
  56610. * @returns the class name
  56611. */
  56612. getClassName(): string;
  56613. /**
  56614. * Gets the r component (input)
  56615. */
  56616. readonly r: NodeMaterialConnectionPoint;
  56617. /**
  56618. * Gets the g component (input)
  56619. */
  56620. readonly g: NodeMaterialConnectionPoint;
  56621. /**
  56622. * Gets the b component (input)
  56623. */
  56624. readonly b: NodeMaterialConnectionPoint;
  56625. /**
  56626. * Gets the a component (input)
  56627. */
  56628. readonly a: NodeMaterialConnectionPoint;
  56629. /**
  56630. * Gets the rgba component (output)
  56631. */
  56632. readonly rgba: NodeMaterialConnectionPoint;
  56633. /**
  56634. * Gets the rgb component (output)
  56635. */
  56636. readonly rgb: NodeMaterialConnectionPoint;
  56637. protected _buildBlock(state: NodeMaterialBuildState): this;
  56638. }
  56639. }
  56640. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56641. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56642. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56643. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56644. /**
  56645. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56646. */
  56647. export class VectorMergerBlock extends NodeMaterialBlock {
  56648. /**
  56649. * Create a new VectorMergerBlock
  56650. * @param name defines the block name
  56651. */
  56652. constructor(name: string);
  56653. /**
  56654. * Gets the current class name
  56655. * @returns the class name
  56656. */
  56657. getClassName(): string;
  56658. /**
  56659. * Gets the x component (input)
  56660. */
  56661. readonly x: NodeMaterialConnectionPoint;
  56662. /**
  56663. * Gets the y component (input)
  56664. */
  56665. readonly y: NodeMaterialConnectionPoint;
  56666. /**
  56667. * Gets the z component (input)
  56668. */
  56669. readonly z: NodeMaterialConnectionPoint;
  56670. /**
  56671. * Gets the w component (input)
  56672. */
  56673. readonly w: NodeMaterialConnectionPoint;
  56674. /**
  56675. * Gets the xyzw component (output)
  56676. */
  56677. readonly xyzw: NodeMaterialConnectionPoint;
  56678. /**
  56679. * Gets the xyz component (output)
  56680. */
  56681. readonly xyz: NodeMaterialConnectionPoint;
  56682. /**
  56683. * Gets the xy component (output)
  56684. */
  56685. readonly xy: NodeMaterialConnectionPoint;
  56686. protected _buildBlock(state: NodeMaterialBuildState): this;
  56687. }
  56688. }
  56689. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56690. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56691. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56692. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56693. /**
  56694. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56695. */
  56696. export class ColorSplitterBlock extends NodeMaterialBlock {
  56697. /**
  56698. * Create a new ColorSplitterBlock
  56699. * @param name defines the block name
  56700. */
  56701. constructor(name: string);
  56702. /**
  56703. * Gets the current class name
  56704. * @returns the class name
  56705. */
  56706. getClassName(): string;
  56707. /**
  56708. * Gets the rgba component (input)
  56709. */
  56710. readonly rgba: NodeMaterialConnectionPoint;
  56711. /**
  56712. * Gets the rgb component (input)
  56713. */
  56714. readonly rgbIn: NodeMaterialConnectionPoint;
  56715. /**
  56716. * Gets the rgb component (output)
  56717. */
  56718. readonly rgbOut: NodeMaterialConnectionPoint;
  56719. /**
  56720. * Gets the r component (output)
  56721. */
  56722. readonly r: NodeMaterialConnectionPoint;
  56723. /**
  56724. * Gets the g component (output)
  56725. */
  56726. readonly g: NodeMaterialConnectionPoint;
  56727. /**
  56728. * Gets the b component (output)
  56729. */
  56730. readonly b: NodeMaterialConnectionPoint;
  56731. /**
  56732. * Gets the a component (output)
  56733. */
  56734. readonly a: NodeMaterialConnectionPoint;
  56735. protected _inputRename(name: string): string;
  56736. protected _outputRename(name: string): string;
  56737. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56738. }
  56739. }
  56740. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56741. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56742. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56743. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56744. /**
  56745. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56746. */
  56747. export class VectorSplitterBlock extends NodeMaterialBlock {
  56748. /**
  56749. * Create a new VectorSplitterBlock
  56750. * @param name defines the block name
  56751. */
  56752. constructor(name: string);
  56753. /**
  56754. * Gets the current class name
  56755. * @returns the class name
  56756. */
  56757. getClassName(): string;
  56758. /**
  56759. * Gets the xyzw component (input)
  56760. */
  56761. readonly xyzw: NodeMaterialConnectionPoint;
  56762. /**
  56763. * Gets the xyz component (input)
  56764. */
  56765. readonly xyzIn: NodeMaterialConnectionPoint;
  56766. /**
  56767. * Gets the xy component (input)
  56768. */
  56769. readonly xyIn: NodeMaterialConnectionPoint;
  56770. /**
  56771. * Gets the xyz component (output)
  56772. */
  56773. readonly xyzOut: NodeMaterialConnectionPoint;
  56774. /**
  56775. * Gets the xy component (output)
  56776. */
  56777. readonly xyOut: NodeMaterialConnectionPoint;
  56778. /**
  56779. * Gets the x component (output)
  56780. */
  56781. readonly x: NodeMaterialConnectionPoint;
  56782. /**
  56783. * Gets the y component (output)
  56784. */
  56785. readonly y: NodeMaterialConnectionPoint;
  56786. /**
  56787. * Gets the z component (output)
  56788. */
  56789. readonly z: NodeMaterialConnectionPoint;
  56790. /**
  56791. * Gets the w component (output)
  56792. */
  56793. readonly w: NodeMaterialConnectionPoint;
  56794. protected _inputRename(name: string): string;
  56795. protected _outputRename(name: string): string;
  56796. protected _buildBlock(state: NodeMaterialBuildState): this;
  56797. }
  56798. }
  56799. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56800. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56801. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56802. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56803. /**
  56804. * Block used to lerp 2 values
  56805. */
  56806. export class LerpBlock extends NodeMaterialBlock {
  56807. /**
  56808. * Creates a new LerpBlock
  56809. * @param name defines the block name
  56810. */
  56811. constructor(name: string);
  56812. /**
  56813. * Gets the current class name
  56814. * @returns the class name
  56815. */
  56816. getClassName(): string;
  56817. /**
  56818. * Gets the left operand input component
  56819. */
  56820. readonly left: NodeMaterialConnectionPoint;
  56821. /**
  56822. * Gets the right operand input component
  56823. */
  56824. readonly right: NodeMaterialConnectionPoint;
  56825. /**
  56826. * Gets the gradient operand input component
  56827. */
  56828. readonly gradient: NodeMaterialConnectionPoint;
  56829. /**
  56830. * Gets the output component
  56831. */
  56832. readonly output: NodeMaterialConnectionPoint;
  56833. protected _buildBlock(state: NodeMaterialBuildState): this;
  56834. }
  56835. }
  56836. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56837. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56838. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56839. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56840. /**
  56841. * Block used to divide 2 vectors
  56842. */
  56843. export class DivideBlock extends NodeMaterialBlock {
  56844. /**
  56845. * Creates a new DivideBlock
  56846. * @param name defines the block name
  56847. */
  56848. constructor(name: string);
  56849. /**
  56850. * Gets the current class name
  56851. * @returns the class name
  56852. */
  56853. getClassName(): string;
  56854. /**
  56855. * Gets the left operand input component
  56856. */
  56857. readonly left: NodeMaterialConnectionPoint;
  56858. /**
  56859. * Gets the right operand input component
  56860. */
  56861. readonly right: NodeMaterialConnectionPoint;
  56862. /**
  56863. * Gets the output component
  56864. */
  56865. readonly output: NodeMaterialConnectionPoint;
  56866. protected _buildBlock(state: NodeMaterialBuildState): this;
  56867. }
  56868. }
  56869. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56870. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56871. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56872. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56873. /**
  56874. * Block used to subtract 2 vectors
  56875. */
  56876. export class SubtractBlock extends NodeMaterialBlock {
  56877. /**
  56878. * Creates a new SubtractBlock
  56879. * @param name defines the block name
  56880. */
  56881. constructor(name: string);
  56882. /**
  56883. * Gets the current class name
  56884. * @returns the class name
  56885. */
  56886. getClassName(): string;
  56887. /**
  56888. * Gets the left operand input component
  56889. */
  56890. readonly left: NodeMaterialConnectionPoint;
  56891. /**
  56892. * Gets the right operand input component
  56893. */
  56894. readonly right: NodeMaterialConnectionPoint;
  56895. /**
  56896. * Gets the output component
  56897. */
  56898. readonly output: NodeMaterialConnectionPoint;
  56899. protected _buildBlock(state: NodeMaterialBuildState): this;
  56900. }
  56901. }
  56902. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56903. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56904. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56905. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56906. /**
  56907. * Block used to step a value
  56908. */
  56909. export class StepBlock extends NodeMaterialBlock {
  56910. /**
  56911. * Creates a new AddBlock
  56912. * @param name defines the block name
  56913. */
  56914. constructor(name: string);
  56915. /**
  56916. * Gets the current class name
  56917. * @returns the class name
  56918. */
  56919. getClassName(): string;
  56920. /**
  56921. * Gets the value operand input component
  56922. */
  56923. readonly value: NodeMaterialConnectionPoint;
  56924. /**
  56925. * Gets the edge operand input component
  56926. */
  56927. readonly edge: NodeMaterialConnectionPoint;
  56928. /**
  56929. * Gets the output component
  56930. */
  56931. readonly output: NodeMaterialConnectionPoint;
  56932. protected _buildBlock(state: NodeMaterialBuildState): this;
  56933. }
  56934. }
  56935. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  56936. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56937. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56938. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56939. /**
  56940. * Block used to get the opposite (1 - x) of a value
  56941. */
  56942. export class OneMinusBlock extends NodeMaterialBlock {
  56943. /**
  56944. * Creates a new OneMinusBlock
  56945. * @param name defines the block name
  56946. */
  56947. constructor(name: string);
  56948. /**
  56949. * Gets the current class name
  56950. * @returns the class name
  56951. */
  56952. getClassName(): string;
  56953. /**
  56954. * Gets the input component
  56955. */
  56956. readonly input: NodeMaterialConnectionPoint;
  56957. /**
  56958. * Gets the output component
  56959. */
  56960. readonly output: NodeMaterialConnectionPoint;
  56961. protected _buildBlock(state: NodeMaterialBuildState): this;
  56962. }
  56963. }
  56964. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56965. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56966. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56967. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56968. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56969. /**
  56970. * Block used to get the view direction
  56971. */
  56972. export class ViewDirectionBlock extends NodeMaterialBlock {
  56973. /**
  56974. * Creates a new ViewDirectionBlock
  56975. * @param name defines the block name
  56976. */
  56977. constructor(name: string);
  56978. /**
  56979. * Gets the current class name
  56980. * @returns the class name
  56981. */
  56982. getClassName(): string;
  56983. /**
  56984. * Gets the world position component
  56985. */
  56986. readonly worldPosition: NodeMaterialConnectionPoint;
  56987. /**
  56988. * Gets the camera position component
  56989. */
  56990. readonly cameraPosition: NodeMaterialConnectionPoint;
  56991. /**
  56992. * Gets the output component
  56993. */
  56994. readonly output: NodeMaterialConnectionPoint;
  56995. autoConfigure(material: NodeMaterial): void;
  56996. protected _buildBlock(state: NodeMaterialBuildState): this;
  56997. }
  56998. }
  56999. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  57000. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57001. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57002. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57003. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57004. /**
  57005. * Block used to compute fresnel value
  57006. */
  57007. export class FresnelBlock extends NodeMaterialBlock {
  57008. /**
  57009. * Create a new FresnelBlock
  57010. * @param name defines the block name
  57011. */
  57012. constructor(name: string);
  57013. /**
  57014. * Gets the current class name
  57015. * @returns the class name
  57016. */
  57017. getClassName(): string;
  57018. /**
  57019. * Gets the world normal input component
  57020. */
  57021. readonly worldNormal: NodeMaterialConnectionPoint;
  57022. /**
  57023. * Gets the view direction input component
  57024. */
  57025. readonly viewDirection: NodeMaterialConnectionPoint;
  57026. /**
  57027. * Gets the bias input component
  57028. */
  57029. readonly bias: NodeMaterialConnectionPoint;
  57030. /**
  57031. * Gets the camera (or eye) position component
  57032. */
  57033. readonly power: NodeMaterialConnectionPoint;
  57034. /**
  57035. * Gets the fresnel output component
  57036. */
  57037. readonly fresnel: NodeMaterialConnectionPoint;
  57038. autoConfigure(material: NodeMaterial): void;
  57039. protected _buildBlock(state: NodeMaterialBuildState): this;
  57040. }
  57041. }
  57042. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57043. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57044. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57045. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57046. /**
  57047. * Block used to get the max of 2 values
  57048. */
  57049. export class MaxBlock extends NodeMaterialBlock {
  57050. /**
  57051. * Creates a new MaxBlock
  57052. * @param name defines the block name
  57053. */
  57054. constructor(name: string);
  57055. /**
  57056. * Gets the current class name
  57057. * @returns the class name
  57058. */
  57059. getClassName(): string;
  57060. /**
  57061. * Gets the left operand input component
  57062. */
  57063. readonly left: NodeMaterialConnectionPoint;
  57064. /**
  57065. * Gets the right operand input component
  57066. */
  57067. readonly right: NodeMaterialConnectionPoint;
  57068. /**
  57069. * Gets the output component
  57070. */
  57071. readonly output: NodeMaterialConnectionPoint;
  57072. protected _buildBlock(state: NodeMaterialBuildState): this;
  57073. }
  57074. }
  57075. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57076. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57077. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57078. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57079. /**
  57080. * Block used to get the min of 2 values
  57081. */
  57082. export class MinBlock extends NodeMaterialBlock {
  57083. /**
  57084. * Creates a new MinBlock
  57085. * @param name defines the block name
  57086. */
  57087. constructor(name: string);
  57088. /**
  57089. * Gets the current class name
  57090. * @returns the class name
  57091. */
  57092. getClassName(): string;
  57093. /**
  57094. * Gets the left operand input component
  57095. */
  57096. readonly left: NodeMaterialConnectionPoint;
  57097. /**
  57098. * Gets the right operand input component
  57099. */
  57100. readonly right: NodeMaterialConnectionPoint;
  57101. /**
  57102. * Gets the output component
  57103. */
  57104. readonly output: NodeMaterialConnectionPoint;
  57105. protected _buildBlock(state: NodeMaterialBuildState): this;
  57106. }
  57107. }
  57108. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  57109. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57110. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57111. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57112. /**
  57113. * Block used to get the distance between 2 values
  57114. */
  57115. export class DistanceBlock extends NodeMaterialBlock {
  57116. /**
  57117. * Creates a new DistanceBlock
  57118. * @param name defines the block name
  57119. */
  57120. constructor(name: string);
  57121. /**
  57122. * Gets the current class name
  57123. * @returns the class name
  57124. */
  57125. getClassName(): string;
  57126. /**
  57127. * Gets the left operand input component
  57128. */
  57129. readonly left: NodeMaterialConnectionPoint;
  57130. /**
  57131. * Gets the right operand input component
  57132. */
  57133. readonly right: NodeMaterialConnectionPoint;
  57134. /**
  57135. * Gets the output component
  57136. */
  57137. readonly output: NodeMaterialConnectionPoint;
  57138. protected _buildBlock(state: NodeMaterialBuildState): this;
  57139. }
  57140. }
  57141. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  57142. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57143. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57144. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57145. /**
  57146. * Block used to get the length of a vector
  57147. */
  57148. export class LengthBlock extends NodeMaterialBlock {
  57149. /**
  57150. * Creates a new LengthBlock
  57151. * @param name defines the block name
  57152. */
  57153. constructor(name: string);
  57154. /**
  57155. * Gets the current class name
  57156. * @returns the class name
  57157. */
  57158. getClassName(): string;
  57159. /**
  57160. * Gets the value input component
  57161. */
  57162. readonly value: NodeMaterialConnectionPoint;
  57163. /**
  57164. * Gets the output component
  57165. */
  57166. readonly output: NodeMaterialConnectionPoint;
  57167. protected _buildBlock(state: NodeMaterialBuildState): this;
  57168. }
  57169. }
  57170. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  57171. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57172. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57173. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57174. /**
  57175. * Block used to get negative version of a value (i.e. x * -1)
  57176. */
  57177. export class NegateBlock extends NodeMaterialBlock {
  57178. /**
  57179. * Creates a new NegateBlock
  57180. * @param name defines the block name
  57181. */
  57182. constructor(name: string);
  57183. /**
  57184. * Gets the current class name
  57185. * @returns the class name
  57186. */
  57187. getClassName(): string;
  57188. /**
  57189. * Gets the value input component
  57190. */
  57191. readonly value: NodeMaterialConnectionPoint;
  57192. /**
  57193. * Gets the output component
  57194. */
  57195. readonly output: NodeMaterialConnectionPoint;
  57196. protected _buildBlock(state: NodeMaterialBuildState): this;
  57197. }
  57198. }
  57199. declare module "babylonjs/Materials/Node/Blocks/index" {
  57200. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57201. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57202. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57203. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57204. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57205. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57206. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57207. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57208. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57209. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57210. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57211. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57212. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57213. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57214. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57215. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57216. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57217. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57218. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57219. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57220. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57221. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57222. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  57223. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57224. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57225. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57226. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57227. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  57228. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  57229. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  57230. }
  57231. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57232. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57233. }
  57234. declare module "babylonjs/Materials/Node/index" {
  57235. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57236. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57237. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57238. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57239. export * from "babylonjs/Materials/Node/nodeMaterial";
  57240. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57241. export * from "babylonjs/Materials/Node/Blocks/index";
  57242. export * from "babylonjs/Materials/Node/Optimizers/index";
  57243. }
  57244. declare module "babylonjs/Materials/effectRenderer" {
  57245. import { Nullable } from "babylonjs/types";
  57246. import { Texture } from "babylonjs/Materials/Textures/texture";
  57247. import { Engine } from "babylonjs/Engines/engine";
  57248. import { Viewport } from "babylonjs/Maths/math.viewport";
  57249. import { Observable } from "babylonjs/Misc/observable";
  57250. import { Effect } from "babylonjs/Materials/effect";
  57251. import "babylonjs/Shaders/postprocess.vertex";
  57252. /**
  57253. * Effect Render Options
  57254. */
  57255. export interface IEffectRendererOptions {
  57256. /**
  57257. * Defines the vertices positions.
  57258. */
  57259. positions?: number[];
  57260. /**
  57261. * Defines the indices.
  57262. */
  57263. indices?: number[];
  57264. }
  57265. /**
  57266. * Helper class to render one or more effects
  57267. */
  57268. export class EffectRenderer {
  57269. private engine;
  57270. private static _DefaultOptions;
  57271. private _vertexBuffers;
  57272. private _indexBuffer;
  57273. private _ringBufferIndex;
  57274. private _ringScreenBuffer;
  57275. private _fullscreenViewport;
  57276. private _getNextFrameBuffer;
  57277. /**
  57278. * Creates an effect renderer
  57279. * @param engine the engine to use for rendering
  57280. * @param options defines the options of the effect renderer
  57281. */
  57282. constructor(engine: Engine, options?: IEffectRendererOptions);
  57283. /**
  57284. * Sets the current viewport in normalized coordinates 0-1
  57285. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57286. */
  57287. setViewport(viewport?: Viewport): void;
  57288. /**
  57289. * Binds the embedded attributes buffer to the effect.
  57290. * @param effect Defines the effect to bind the attributes for
  57291. */
  57292. bindBuffers(effect: Effect): void;
  57293. /**
  57294. * Sets the current effect wrapper to use during draw.
  57295. * The effect needs to be ready before calling this api.
  57296. * This also sets the default full screen position attribute.
  57297. * @param effectWrapper Defines the effect to draw with
  57298. */
  57299. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57300. /**
  57301. * Draws a full screen quad.
  57302. */
  57303. draw(): void;
  57304. /**
  57305. * renders one or more effects to a specified texture
  57306. * @param effectWrappers list of effects to renderer
  57307. * @param outputTexture texture to draw to, if null it will render to the screen
  57308. */
  57309. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57310. /**
  57311. * Disposes of the effect renderer
  57312. */
  57313. dispose(): void;
  57314. }
  57315. /**
  57316. * Options to create an EffectWrapper
  57317. */
  57318. interface EffectWrapperCreationOptions {
  57319. /**
  57320. * Engine to use to create the effect
  57321. */
  57322. engine: Engine;
  57323. /**
  57324. * Fragment shader for the effect
  57325. */
  57326. fragmentShader: string;
  57327. /**
  57328. * Vertex shader for the effect
  57329. */
  57330. vertexShader?: string;
  57331. /**
  57332. * Attributes to use in the shader
  57333. */
  57334. attributeNames?: Array<string>;
  57335. /**
  57336. * Uniforms to use in the shader
  57337. */
  57338. uniformNames?: Array<string>;
  57339. /**
  57340. * Texture sampler names to use in the shader
  57341. */
  57342. samplerNames?: Array<string>;
  57343. /**
  57344. * The friendly name of the effect displayed in Spector.
  57345. */
  57346. name?: string;
  57347. }
  57348. /**
  57349. * Wraps an effect to be used for rendering
  57350. */
  57351. export class EffectWrapper {
  57352. /**
  57353. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57354. */
  57355. onApplyObservable: Observable<{}>;
  57356. /**
  57357. * The underlying effect
  57358. */
  57359. effect: Effect;
  57360. /**
  57361. * Creates an effect to be renderer
  57362. * @param creationOptions options to create the effect
  57363. */
  57364. constructor(creationOptions: EffectWrapperCreationOptions);
  57365. /**
  57366. * Disposes of the effect wrapper
  57367. */
  57368. dispose(): void;
  57369. }
  57370. }
  57371. declare module "babylonjs/Materials/index" {
  57372. export * from "babylonjs/Materials/Background/index";
  57373. export * from "babylonjs/Materials/colorCurves";
  57374. export * from "babylonjs/Materials/effect";
  57375. export * from "babylonjs/Materials/fresnelParameters";
  57376. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57377. export * from "babylonjs/Materials/material";
  57378. export * from "babylonjs/Materials/materialDefines";
  57379. export * from "babylonjs/Materials/materialHelper";
  57380. export * from "babylonjs/Materials/multiMaterial";
  57381. export * from "babylonjs/Materials/PBR/index";
  57382. export * from "babylonjs/Materials/pushMaterial";
  57383. export * from "babylonjs/Materials/shaderMaterial";
  57384. export * from "babylonjs/Materials/standardMaterial";
  57385. export * from "babylonjs/Materials/Textures/index";
  57386. export * from "babylonjs/Materials/uniformBuffer";
  57387. export * from "babylonjs/Materials/materialFlags";
  57388. export * from "babylonjs/Materials/Node/index";
  57389. export * from "babylonjs/Materials/effectRenderer";
  57390. }
  57391. declare module "babylonjs/Maths/index" {
  57392. export * from "babylonjs/Maths/math.scalar";
  57393. export * from "babylonjs/Maths/math";
  57394. export * from "babylonjs/Maths/sphericalPolynomial";
  57395. }
  57396. declare module "babylonjs/Misc/workerPool" {
  57397. import { IDisposable } from "babylonjs/scene";
  57398. /**
  57399. * Helper class to push actions to a pool of workers.
  57400. */
  57401. export class WorkerPool implements IDisposable {
  57402. private _workerInfos;
  57403. private _pendingActions;
  57404. /**
  57405. * Constructor
  57406. * @param workers Array of workers to use for actions
  57407. */
  57408. constructor(workers: Array<Worker>);
  57409. /**
  57410. * Terminates all workers and clears any pending actions.
  57411. */
  57412. dispose(): void;
  57413. /**
  57414. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57415. * pended until a worker has completed its action.
  57416. * @param action The action to perform. Call onComplete when the action is complete.
  57417. */
  57418. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57419. private _execute;
  57420. }
  57421. }
  57422. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57423. import { IDisposable } from "babylonjs/scene";
  57424. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57425. /**
  57426. * Configuration for Draco compression
  57427. */
  57428. export interface IDracoCompressionConfiguration {
  57429. /**
  57430. * Configuration for the decoder.
  57431. */
  57432. decoder: {
  57433. /**
  57434. * The url to the WebAssembly module.
  57435. */
  57436. wasmUrl?: string;
  57437. /**
  57438. * The url to the WebAssembly binary.
  57439. */
  57440. wasmBinaryUrl?: string;
  57441. /**
  57442. * The url to the fallback JavaScript module.
  57443. */
  57444. fallbackUrl?: string;
  57445. };
  57446. }
  57447. /**
  57448. * Draco compression (https://google.github.io/draco/)
  57449. *
  57450. * This class wraps the Draco module.
  57451. *
  57452. * **Encoder**
  57453. *
  57454. * The encoder is not currently implemented.
  57455. *
  57456. * **Decoder**
  57457. *
  57458. * 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.
  57459. *
  57460. * To update the configuration, use the following code:
  57461. * ```javascript
  57462. * DracoCompression.Configuration = {
  57463. * decoder: {
  57464. * wasmUrl: "<url to the WebAssembly library>",
  57465. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57466. * fallbackUrl: "<url to the fallback JavaScript library>",
  57467. * }
  57468. * };
  57469. * ```
  57470. *
  57471. * 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.
  57472. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57473. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57474. *
  57475. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57476. * ```javascript
  57477. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57478. * ```
  57479. *
  57480. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57481. */
  57482. export class DracoCompression implements IDisposable {
  57483. private _workerPoolPromise?;
  57484. private _decoderModulePromise?;
  57485. /**
  57486. * The configuration. Defaults to the following urls:
  57487. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57488. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57489. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57490. */
  57491. static Configuration: IDracoCompressionConfiguration;
  57492. /**
  57493. * Returns true if the decoder configuration is available.
  57494. */
  57495. static readonly DecoderAvailable: boolean;
  57496. /**
  57497. * Default number of workers to create when creating the draco compression object.
  57498. */
  57499. static DefaultNumWorkers: number;
  57500. private static GetDefaultNumWorkers;
  57501. private static _Default;
  57502. /**
  57503. * Default instance for the draco compression object.
  57504. */
  57505. static readonly Default: DracoCompression;
  57506. /**
  57507. * Constructor
  57508. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57509. */
  57510. constructor(numWorkers?: number);
  57511. /**
  57512. * Stop all async operations and release resources.
  57513. */
  57514. dispose(): void;
  57515. /**
  57516. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57517. * @returns a promise that resolves when ready
  57518. */
  57519. whenReadyAsync(): Promise<void>;
  57520. /**
  57521. * Decode Draco compressed mesh data to vertex data.
  57522. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57523. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57524. * @returns A promise that resolves with the decoded vertex data
  57525. */
  57526. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57527. [kind: string]: number;
  57528. }): Promise<VertexData>;
  57529. }
  57530. }
  57531. declare module "babylonjs/Meshes/Compression/index" {
  57532. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57533. }
  57534. declare module "babylonjs/Meshes/csg" {
  57535. import { Nullable } from "babylonjs/types";
  57536. import { Scene } from "babylonjs/scene";
  57537. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57538. import { Mesh } from "babylonjs/Meshes/mesh";
  57539. import { Material } from "babylonjs/Materials/material";
  57540. /**
  57541. * Class for building Constructive Solid Geometry
  57542. */
  57543. export class CSG {
  57544. private polygons;
  57545. /**
  57546. * The world matrix
  57547. */
  57548. matrix: Matrix;
  57549. /**
  57550. * Stores the position
  57551. */
  57552. position: Vector3;
  57553. /**
  57554. * Stores the rotation
  57555. */
  57556. rotation: Vector3;
  57557. /**
  57558. * Stores the rotation quaternion
  57559. */
  57560. rotationQuaternion: Nullable<Quaternion>;
  57561. /**
  57562. * Stores the scaling vector
  57563. */
  57564. scaling: Vector3;
  57565. /**
  57566. * Convert the Mesh to CSG
  57567. * @param mesh The Mesh to convert to CSG
  57568. * @returns A new CSG from the Mesh
  57569. */
  57570. static FromMesh(mesh: Mesh): CSG;
  57571. /**
  57572. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57573. * @param polygons Polygons used to construct a CSG solid
  57574. */
  57575. private static FromPolygons;
  57576. /**
  57577. * Clones, or makes a deep copy, of the CSG
  57578. * @returns A new CSG
  57579. */
  57580. clone(): CSG;
  57581. /**
  57582. * Unions this CSG with another CSG
  57583. * @param csg The CSG to union against this CSG
  57584. * @returns The unioned CSG
  57585. */
  57586. union(csg: CSG): CSG;
  57587. /**
  57588. * Unions this CSG with another CSG in place
  57589. * @param csg The CSG to union against this CSG
  57590. */
  57591. unionInPlace(csg: CSG): void;
  57592. /**
  57593. * Subtracts this CSG with another CSG
  57594. * @param csg The CSG to subtract against this CSG
  57595. * @returns A new CSG
  57596. */
  57597. subtract(csg: CSG): CSG;
  57598. /**
  57599. * Subtracts this CSG with another CSG in place
  57600. * @param csg The CSG to subtact against this CSG
  57601. */
  57602. subtractInPlace(csg: CSG): void;
  57603. /**
  57604. * Intersect this CSG with another CSG
  57605. * @param csg The CSG to intersect against this CSG
  57606. * @returns A new CSG
  57607. */
  57608. intersect(csg: CSG): CSG;
  57609. /**
  57610. * Intersects this CSG with another CSG in place
  57611. * @param csg The CSG to intersect against this CSG
  57612. */
  57613. intersectInPlace(csg: CSG): void;
  57614. /**
  57615. * Return a new CSG solid with solid and empty space switched. This solid is
  57616. * not modified.
  57617. * @returns A new CSG solid with solid and empty space switched
  57618. */
  57619. inverse(): CSG;
  57620. /**
  57621. * Inverses the CSG in place
  57622. */
  57623. inverseInPlace(): void;
  57624. /**
  57625. * This is used to keep meshes transformations so they can be restored
  57626. * when we build back a Babylon Mesh
  57627. * NB : All CSG operations are performed in world coordinates
  57628. * @param csg The CSG to copy the transform attributes from
  57629. * @returns This CSG
  57630. */
  57631. copyTransformAttributes(csg: CSG): CSG;
  57632. /**
  57633. * Build Raw mesh from CSG
  57634. * Coordinates here are in world space
  57635. * @param name The name of the mesh geometry
  57636. * @param scene The Scene
  57637. * @param keepSubMeshes Specifies if the submeshes should be kept
  57638. * @returns A new Mesh
  57639. */
  57640. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57641. /**
  57642. * Build Mesh from CSG taking material and transforms into account
  57643. * @param name The name of the Mesh
  57644. * @param material The material of the Mesh
  57645. * @param scene The Scene
  57646. * @param keepSubMeshes Specifies if submeshes should be kept
  57647. * @returns The new Mesh
  57648. */
  57649. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57650. }
  57651. }
  57652. declare module "babylonjs/Meshes/trailMesh" {
  57653. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57654. import { Mesh } from "babylonjs/Meshes/mesh";
  57655. import { Scene } from "babylonjs/scene";
  57656. /**
  57657. * Class used to create a trail following a mesh
  57658. */
  57659. export class TrailMesh extends Mesh {
  57660. private _generator;
  57661. private _autoStart;
  57662. private _running;
  57663. private _diameter;
  57664. private _length;
  57665. private _sectionPolygonPointsCount;
  57666. private _sectionVectors;
  57667. private _sectionNormalVectors;
  57668. private _beforeRenderObserver;
  57669. /**
  57670. * @constructor
  57671. * @param name The value used by scene.getMeshByName() to do a lookup.
  57672. * @param generator The mesh to generate a trail.
  57673. * @param scene The scene to add this mesh to.
  57674. * @param diameter Diameter of trailing mesh. Default is 1.
  57675. * @param length Length of trailing mesh. Default is 60.
  57676. * @param autoStart Automatically start trailing mesh. Default true.
  57677. */
  57678. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57679. /**
  57680. * "TrailMesh"
  57681. * @returns "TrailMesh"
  57682. */
  57683. getClassName(): string;
  57684. private _createMesh;
  57685. /**
  57686. * Start trailing mesh.
  57687. */
  57688. start(): void;
  57689. /**
  57690. * Stop trailing mesh.
  57691. */
  57692. stop(): void;
  57693. /**
  57694. * Update trailing mesh geometry.
  57695. */
  57696. update(): void;
  57697. /**
  57698. * Returns a new TrailMesh object.
  57699. * @param name is a string, the name given to the new mesh
  57700. * @param newGenerator use new generator object for cloned trail mesh
  57701. * @returns a new mesh
  57702. */
  57703. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57704. /**
  57705. * Serializes this trail mesh
  57706. * @param serializationObject object to write serialization to
  57707. */
  57708. serialize(serializationObject: any): void;
  57709. /**
  57710. * Parses a serialized trail mesh
  57711. * @param parsedMesh the serialized mesh
  57712. * @param scene the scene to create the trail mesh in
  57713. * @returns the created trail mesh
  57714. */
  57715. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57716. }
  57717. }
  57718. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57719. import { Nullable } from "babylonjs/types";
  57720. import { Scene } from "babylonjs/scene";
  57721. import { Vector4 } from "babylonjs/Maths/math.vector";
  57722. import { Color4 } from "babylonjs/Maths/math.color";
  57723. import { Mesh } from "babylonjs/Meshes/mesh";
  57724. /**
  57725. * Class containing static functions to help procedurally build meshes
  57726. */
  57727. export class TiledBoxBuilder {
  57728. /**
  57729. * Creates a box mesh
  57730. * 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)
  57731. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57733. * * If you create a double-sided mesh, you can choose what parts of 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
  57734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57735. * @param name defines the name of the mesh
  57736. * @param options defines the options used to create the mesh
  57737. * @param scene defines the hosting scene
  57738. * @returns the box mesh
  57739. */
  57740. static CreateTiledBox(name: string, options: {
  57741. pattern?: number;
  57742. width?: number;
  57743. height?: number;
  57744. depth?: number;
  57745. tileSize?: number;
  57746. tileWidth?: number;
  57747. tileHeight?: number;
  57748. alignHorizontal?: number;
  57749. alignVertical?: number;
  57750. faceUV?: Vector4[];
  57751. faceColors?: Color4[];
  57752. sideOrientation?: number;
  57753. updatable?: boolean;
  57754. }, scene?: Nullable<Scene>): Mesh;
  57755. }
  57756. }
  57757. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57758. import { Vector4 } from "babylonjs/Maths/math.vector";
  57759. import { Mesh } from "babylonjs/Meshes/mesh";
  57760. /**
  57761. * Class containing static functions to help procedurally build meshes
  57762. */
  57763. export class TorusKnotBuilder {
  57764. /**
  57765. * Creates a torus knot mesh
  57766. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57767. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57768. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57769. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57770. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57771. * * If you create a double-sided mesh, you can choose what parts of 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
  57772. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57773. * @param name defines the name of the mesh
  57774. * @param options defines the options used to create the mesh
  57775. * @param scene defines the hosting scene
  57776. * @returns the torus knot mesh
  57777. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57778. */
  57779. static CreateTorusKnot(name: string, options: {
  57780. radius?: number;
  57781. tube?: number;
  57782. radialSegments?: number;
  57783. tubularSegments?: number;
  57784. p?: number;
  57785. q?: number;
  57786. updatable?: boolean;
  57787. sideOrientation?: number;
  57788. frontUVs?: Vector4;
  57789. backUVs?: Vector4;
  57790. }, scene: any): Mesh;
  57791. }
  57792. }
  57793. declare module "babylonjs/Meshes/polygonMesh" {
  57794. import { Scene } from "babylonjs/scene";
  57795. import { Vector2 } from "babylonjs/Maths/math.vector";
  57796. import { Mesh } from "babylonjs/Meshes/mesh";
  57797. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57798. import { Path2 } from "babylonjs/Maths/math.path";
  57799. /**
  57800. * Polygon
  57801. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57802. */
  57803. export class Polygon {
  57804. /**
  57805. * Creates a rectangle
  57806. * @param xmin bottom X coord
  57807. * @param ymin bottom Y coord
  57808. * @param xmax top X coord
  57809. * @param ymax top Y coord
  57810. * @returns points that make the resulting rectation
  57811. */
  57812. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57813. /**
  57814. * Creates a circle
  57815. * @param radius radius of circle
  57816. * @param cx scale in x
  57817. * @param cy scale in y
  57818. * @param numberOfSides number of sides that make up the circle
  57819. * @returns points that make the resulting circle
  57820. */
  57821. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57822. /**
  57823. * Creates a polygon from input string
  57824. * @param input Input polygon data
  57825. * @returns the parsed points
  57826. */
  57827. static Parse(input: string): Vector2[];
  57828. /**
  57829. * Starts building a polygon from x and y coordinates
  57830. * @param x x coordinate
  57831. * @param y y coordinate
  57832. * @returns the started path2
  57833. */
  57834. static StartingAt(x: number, y: number): Path2;
  57835. }
  57836. /**
  57837. * Builds a polygon
  57838. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57839. */
  57840. export class PolygonMeshBuilder {
  57841. private _points;
  57842. private _outlinepoints;
  57843. private _holes;
  57844. private _name;
  57845. private _scene;
  57846. private _epoints;
  57847. private _eholes;
  57848. private _addToepoint;
  57849. /**
  57850. * Babylon reference to the earcut plugin.
  57851. */
  57852. bjsEarcut: any;
  57853. /**
  57854. * Creates a PolygonMeshBuilder
  57855. * @param name name of the builder
  57856. * @param contours Path of the polygon
  57857. * @param scene scene to add to when creating the mesh
  57858. * @param earcutInjection can be used to inject your own earcut reference
  57859. */
  57860. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57861. /**
  57862. * Adds a whole within the polygon
  57863. * @param hole Array of points defining the hole
  57864. * @returns this
  57865. */
  57866. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57867. /**
  57868. * Creates the polygon
  57869. * @param updatable If the mesh should be updatable
  57870. * @param depth The depth of the mesh created
  57871. * @returns the created mesh
  57872. */
  57873. build(updatable?: boolean, depth?: number): Mesh;
  57874. /**
  57875. * Creates the polygon
  57876. * @param depth The depth of the mesh created
  57877. * @returns the created VertexData
  57878. */
  57879. buildVertexData(depth?: number): VertexData;
  57880. /**
  57881. * Adds a side to the polygon
  57882. * @param positions points that make the polygon
  57883. * @param normals normals of the polygon
  57884. * @param uvs uvs of the polygon
  57885. * @param indices indices of the polygon
  57886. * @param bounds bounds of the polygon
  57887. * @param points points of the polygon
  57888. * @param depth depth of the polygon
  57889. * @param flip flip of the polygon
  57890. */
  57891. private addSide;
  57892. }
  57893. }
  57894. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57895. import { Scene } from "babylonjs/scene";
  57896. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57897. import { Color4 } from "babylonjs/Maths/math.color";
  57898. import { Mesh } from "babylonjs/Meshes/mesh";
  57899. import { Nullable } from "babylonjs/types";
  57900. /**
  57901. * Class containing static functions to help procedurally build meshes
  57902. */
  57903. export class PolygonBuilder {
  57904. /**
  57905. * Creates a polygon mesh
  57906. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57907. * * 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
  57908. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57909. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57910. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57911. * * Remember you can only change the shape positions, not their number when updating a polygon
  57912. * @param name defines the name of the mesh
  57913. * @param options defines the options used to create the mesh
  57914. * @param scene defines the hosting scene
  57915. * @param earcutInjection can be used to inject your own earcut reference
  57916. * @returns the polygon mesh
  57917. */
  57918. static CreatePolygon(name: string, options: {
  57919. shape: Vector3[];
  57920. holes?: Vector3[][];
  57921. depth?: number;
  57922. faceUV?: Vector4[];
  57923. faceColors?: Color4[];
  57924. updatable?: boolean;
  57925. sideOrientation?: number;
  57926. frontUVs?: Vector4;
  57927. backUVs?: Vector4;
  57928. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57929. /**
  57930. * Creates an extruded polygon mesh, with depth in the Y direction.
  57931. * * 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)
  57932. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57933. * @param name defines the name of the mesh
  57934. * @param options defines the options used to create the mesh
  57935. * @param scene defines the hosting scene
  57936. * @param earcutInjection can be used to inject your own earcut reference
  57937. * @returns the polygon mesh
  57938. */
  57939. static ExtrudePolygon(name: string, options: {
  57940. shape: Vector3[];
  57941. holes?: Vector3[][];
  57942. depth?: number;
  57943. faceUV?: Vector4[];
  57944. faceColors?: Color4[];
  57945. updatable?: boolean;
  57946. sideOrientation?: number;
  57947. frontUVs?: Vector4;
  57948. backUVs?: Vector4;
  57949. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57950. }
  57951. }
  57952. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57953. import { Scene } from "babylonjs/scene";
  57954. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57955. import { Mesh } from "babylonjs/Meshes/mesh";
  57956. import { Nullable } from "babylonjs/types";
  57957. /**
  57958. * Class containing static functions to help procedurally build meshes
  57959. */
  57960. export class LatheBuilder {
  57961. /**
  57962. * Creates lathe mesh.
  57963. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57964. * * 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
  57965. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57966. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57967. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57968. * * 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
  57969. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57970. * * 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
  57971. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57972. * * If you create a double-sided mesh, you can choose what parts of 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
  57973. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57974. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57975. * @param name defines the name of the mesh
  57976. * @param options defines the options used to create the mesh
  57977. * @param scene defines the hosting scene
  57978. * @returns the lathe mesh
  57979. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57980. */
  57981. static CreateLathe(name: string, options: {
  57982. shape: Vector3[];
  57983. radius?: number;
  57984. tessellation?: number;
  57985. clip?: number;
  57986. arc?: number;
  57987. closed?: boolean;
  57988. updatable?: boolean;
  57989. sideOrientation?: number;
  57990. frontUVs?: Vector4;
  57991. backUVs?: Vector4;
  57992. cap?: number;
  57993. invertUV?: boolean;
  57994. }, scene?: Nullable<Scene>): Mesh;
  57995. }
  57996. }
  57997. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57998. import { Nullable } from "babylonjs/types";
  57999. import { Scene } from "babylonjs/scene";
  58000. import { Vector4 } from "babylonjs/Maths/math.vector";
  58001. import { Mesh } from "babylonjs/Meshes/mesh";
  58002. /**
  58003. * Class containing static functions to help procedurally build meshes
  58004. */
  58005. export class TiledPlaneBuilder {
  58006. /**
  58007. * Creates a tiled plane mesh
  58008. * * The parameter `pattern` will, depending on value, do nothing or
  58009. * * * flip (reflect about central vertical) alternate tiles across and up
  58010. * * * flip every tile on alternate rows
  58011. * * * rotate (180 degs) alternate tiles across and up
  58012. * * * rotate every tile on alternate rows
  58013. * * * flip and rotate alternate tiles across and up
  58014. * * * flip and rotate every tile on alternate rows
  58015. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  58016. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  58017. * * If you create a double-sided mesh, you can choose what parts of 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
  58018. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58019. * * 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)
  58020. * * 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)
  58021. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58022. * @param name defines the name of the mesh
  58023. * @param options defines the options used to create the mesh
  58024. * @param scene defines the hosting scene
  58025. * @returns the box mesh
  58026. */
  58027. static CreateTiledPlane(name: string, options: {
  58028. pattern?: number;
  58029. tileSize?: number;
  58030. tileWidth?: number;
  58031. tileHeight?: number;
  58032. size?: number;
  58033. width?: number;
  58034. height?: number;
  58035. alignHorizontal?: number;
  58036. alignVertical?: number;
  58037. sideOrientation?: number;
  58038. frontUVs?: Vector4;
  58039. backUVs?: Vector4;
  58040. updatable?: boolean;
  58041. }, scene?: Nullable<Scene>): Mesh;
  58042. }
  58043. }
  58044. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  58045. import { Nullable } from "babylonjs/types";
  58046. import { Scene } from "babylonjs/scene";
  58047. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  58048. import { Mesh } from "babylonjs/Meshes/mesh";
  58049. /**
  58050. * Class containing static functions to help procedurally build meshes
  58051. */
  58052. export class TubeBuilder {
  58053. /**
  58054. * Creates a tube mesh.
  58055. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58056. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58057. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58058. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58059. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58060. * * 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)
  58061. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58062. * * 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
  58063. * * 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
  58064. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58065. * * If you create a double-sided mesh, you can choose what parts of 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
  58066. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58067. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58068. * @param name defines the name of the mesh
  58069. * @param options defines the options used to create the mesh
  58070. * @param scene defines the hosting scene
  58071. * @returns the tube mesh
  58072. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58073. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58074. */
  58075. static CreateTube(name: string, options: {
  58076. path: Vector3[];
  58077. radius?: number;
  58078. tessellation?: number;
  58079. radiusFunction?: {
  58080. (i: number, distance: number): number;
  58081. };
  58082. cap?: number;
  58083. arc?: number;
  58084. updatable?: boolean;
  58085. sideOrientation?: number;
  58086. frontUVs?: Vector4;
  58087. backUVs?: Vector4;
  58088. instance?: Mesh;
  58089. invertUV?: boolean;
  58090. }, scene?: Nullable<Scene>): Mesh;
  58091. }
  58092. }
  58093. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  58094. import { Scene } from "babylonjs/scene";
  58095. import { Vector4 } from "babylonjs/Maths/math.vector";
  58096. import { Mesh } from "babylonjs/Meshes/mesh";
  58097. import { Nullable } from "babylonjs/types";
  58098. /**
  58099. * Class containing static functions to help procedurally build meshes
  58100. */
  58101. export class IcoSphereBuilder {
  58102. /**
  58103. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58104. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58105. * * 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`)
  58106. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58107. * * 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
  58108. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58109. * * If you create a double-sided mesh, you can choose what parts of 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
  58110. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58111. * @param name defines the name of the mesh
  58112. * @param options defines the options used to create the mesh
  58113. * @param scene defines the hosting scene
  58114. * @returns the icosahedron mesh
  58115. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58116. */
  58117. static CreateIcoSphere(name: string, options: {
  58118. radius?: number;
  58119. radiusX?: number;
  58120. radiusY?: number;
  58121. radiusZ?: number;
  58122. flat?: boolean;
  58123. subdivisions?: number;
  58124. sideOrientation?: number;
  58125. frontUVs?: Vector4;
  58126. backUVs?: Vector4;
  58127. updatable?: boolean;
  58128. }, scene?: Nullable<Scene>): Mesh;
  58129. }
  58130. }
  58131. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  58132. import { Vector3 } from "babylonjs/Maths/math.vector";
  58133. import { Mesh } from "babylonjs/Meshes/mesh";
  58134. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58135. /**
  58136. * Class containing static functions to help procedurally build meshes
  58137. */
  58138. export class DecalBuilder {
  58139. /**
  58140. * Creates a decal mesh.
  58141. * 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
  58142. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58143. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58144. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58145. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58146. * @param name defines the name of the mesh
  58147. * @param sourceMesh defines the mesh where the decal must be applied
  58148. * @param options defines the options used to create the mesh
  58149. * @param scene defines the hosting scene
  58150. * @returns the decal mesh
  58151. * @see https://doc.babylonjs.com/how_to/decals
  58152. */
  58153. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58154. position?: Vector3;
  58155. normal?: Vector3;
  58156. size?: Vector3;
  58157. angle?: number;
  58158. }): Mesh;
  58159. }
  58160. }
  58161. declare module "babylonjs/Meshes/meshBuilder" {
  58162. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  58163. import { Nullable } from "babylonjs/types";
  58164. import { Scene } from "babylonjs/scene";
  58165. import { Mesh } from "babylonjs/Meshes/mesh";
  58166. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  58167. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  58168. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58169. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58170. import { Plane } from "babylonjs/Maths/math.plane";
  58171. /**
  58172. * Class containing static functions to help procedurally build meshes
  58173. */
  58174. export class MeshBuilder {
  58175. /**
  58176. * Creates a box mesh
  58177. * * The parameter `size` sets the size (float) of each box side (default 1)
  58178. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58179. * * 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)
  58180. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58181. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58182. * * If you create a double-sided mesh, you can choose what parts of 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
  58183. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58184. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58185. * @param name defines the name of the mesh
  58186. * @param options defines the options used to create the mesh
  58187. * @param scene defines the hosting scene
  58188. * @returns the box mesh
  58189. */
  58190. static CreateBox(name: string, options: {
  58191. size?: number;
  58192. width?: number;
  58193. height?: number;
  58194. depth?: number;
  58195. faceUV?: Vector4[];
  58196. faceColors?: Color4[];
  58197. sideOrientation?: number;
  58198. frontUVs?: Vector4;
  58199. backUVs?: Vector4;
  58200. updatable?: boolean;
  58201. }, scene?: Nullable<Scene>): Mesh;
  58202. /**
  58203. * Creates a tiled box mesh
  58204. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58205. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58206. * @param name defines the name of the mesh
  58207. * @param options defines the options used to create the mesh
  58208. * @param scene defines the hosting scene
  58209. * @returns the tiled box mesh
  58210. */
  58211. static CreateTiledBox(name: string, options: {
  58212. pattern?: number;
  58213. size?: number;
  58214. width?: number;
  58215. height?: number;
  58216. depth: number;
  58217. tileSize?: number;
  58218. tileWidth?: number;
  58219. tileHeight?: number;
  58220. faceUV?: Vector4[];
  58221. faceColors?: Color4[];
  58222. alignHorizontal?: number;
  58223. alignVertical?: number;
  58224. sideOrientation?: number;
  58225. updatable?: boolean;
  58226. }, scene?: Nullable<Scene>): Mesh;
  58227. /**
  58228. * Creates a sphere mesh
  58229. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58230. * * 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`)
  58231. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58232. * * 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
  58233. * * 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)
  58234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58235. * * If you create a double-sided mesh, you can choose what parts of 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
  58236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58237. * @param name defines the name of the mesh
  58238. * @param options defines the options used to create the mesh
  58239. * @param scene defines the hosting scene
  58240. * @returns the sphere mesh
  58241. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58242. */
  58243. static CreateSphere(name: string, options: {
  58244. segments?: number;
  58245. diameter?: number;
  58246. diameterX?: number;
  58247. diameterY?: number;
  58248. diameterZ?: number;
  58249. arc?: number;
  58250. slice?: number;
  58251. sideOrientation?: number;
  58252. frontUVs?: Vector4;
  58253. backUVs?: Vector4;
  58254. updatable?: boolean;
  58255. }, scene?: Nullable<Scene>): Mesh;
  58256. /**
  58257. * Creates a plane polygonal mesh. By default, this is a disc
  58258. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58259. * * 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
  58260. * * 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
  58261. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58262. * * If you create a double-sided mesh, you can choose what parts of 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
  58263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58264. * @param name defines the name of the mesh
  58265. * @param options defines the options used to create the mesh
  58266. * @param scene defines the hosting scene
  58267. * @returns the plane polygonal mesh
  58268. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58269. */
  58270. static CreateDisc(name: string, options: {
  58271. radius?: number;
  58272. tessellation?: number;
  58273. arc?: number;
  58274. updatable?: boolean;
  58275. sideOrientation?: number;
  58276. frontUVs?: Vector4;
  58277. backUVs?: Vector4;
  58278. }, scene?: Nullable<Scene>): Mesh;
  58279. /**
  58280. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58281. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58282. * * 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`)
  58283. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58284. * * 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
  58285. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58286. * * If you create a double-sided mesh, you can choose what parts of 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
  58287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58288. * @param name defines the name of the mesh
  58289. * @param options defines the options used to create the mesh
  58290. * @param scene defines the hosting scene
  58291. * @returns the icosahedron mesh
  58292. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58293. */
  58294. static CreateIcoSphere(name: string, options: {
  58295. radius?: number;
  58296. radiusX?: number;
  58297. radiusY?: number;
  58298. radiusZ?: number;
  58299. flat?: boolean;
  58300. subdivisions?: number;
  58301. sideOrientation?: number;
  58302. frontUVs?: Vector4;
  58303. backUVs?: Vector4;
  58304. updatable?: boolean;
  58305. }, scene?: Nullable<Scene>): Mesh;
  58306. /**
  58307. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58308. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58309. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58310. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58311. * * 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
  58312. * * 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
  58313. * * 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
  58314. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58315. * * If you create a double-sided mesh, you can choose what parts of 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
  58316. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58317. * * 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
  58318. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58319. * * 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
  58320. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58321. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58322. * @param name defines the name of the mesh
  58323. * @param options defines the options used to create the mesh
  58324. * @param scene defines the hosting scene
  58325. * @returns the ribbon mesh
  58326. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58327. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58328. */
  58329. static CreateRibbon(name: string, options: {
  58330. pathArray: Vector3[][];
  58331. closeArray?: boolean;
  58332. closePath?: boolean;
  58333. offset?: number;
  58334. updatable?: boolean;
  58335. sideOrientation?: number;
  58336. frontUVs?: Vector4;
  58337. backUVs?: Vector4;
  58338. instance?: Mesh;
  58339. invertUV?: boolean;
  58340. uvs?: Vector2[];
  58341. colors?: Color4[];
  58342. }, scene?: Nullable<Scene>): Mesh;
  58343. /**
  58344. * Creates a cylinder or a cone mesh
  58345. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58346. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58347. * * 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.
  58348. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58349. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58350. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58351. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58352. * * 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).
  58353. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58354. * * 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).
  58355. * * 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
  58356. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58357. * * 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
  58358. * * 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.
  58359. * * If `enclose` is false, a ring surface is one element.
  58360. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58361. * * 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
  58362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58363. * * If you create a double-sided mesh, you can choose what parts of 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
  58364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58365. * @param name defines the name of the mesh
  58366. * @param options defines the options used to create the mesh
  58367. * @param scene defines the hosting scene
  58368. * @returns the cylinder mesh
  58369. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58370. */
  58371. static CreateCylinder(name: string, options: {
  58372. height?: number;
  58373. diameterTop?: number;
  58374. diameterBottom?: number;
  58375. diameter?: number;
  58376. tessellation?: number;
  58377. subdivisions?: number;
  58378. arc?: number;
  58379. faceColors?: Color4[];
  58380. faceUV?: Vector4[];
  58381. updatable?: boolean;
  58382. hasRings?: boolean;
  58383. enclose?: boolean;
  58384. cap?: number;
  58385. sideOrientation?: number;
  58386. frontUVs?: Vector4;
  58387. backUVs?: Vector4;
  58388. }, scene?: Nullable<Scene>): Mesh;
  58389. /**
  58390. * Creates a torus mesh
  58391. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58392. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58393. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58394. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58395. * * If you create a double-sided mesh, you can choose what parts of 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
  58396. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58397. * @param name defines the name of the mesh
  58398. * @param options defines the options used to create the mesh
  58399. * @param scene defines the hosting scene
  58400. * @returns the torus mesh
  58401. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58402. */
  58403. static CreateTorus(name: string, options: {
  58404. diameter?: number;
  58405. thickness?: number;
  58406. tessellation?: number;
  58407. updatable?: boolean;
  58408. sideOrientation?: number;
  58409. frontUVs?: Vector4;
  58410. backUVs?: Vector4;
  58411. }, scene?: Nullable<Scene>): Mesh;
  58412. /**
  58413. * Creates a torus knot mesh
  58414. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58415. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58416. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58417. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58418. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58419. * * If you create a double-sided mesh, you can choose what parts of 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
  58420. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58421. * @param name defines the name of the mesh
  58422. * @param options defines the options used to create the mesh
  58423. * @param scene defines the hosting scene
  58424. * @returns the torus knot mesh
  58425. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58426. */
  58427. static CreateTorusKnot(name: string, options: {
  58428. radius?: number;
  58429. tube?: number;
  58430. radialSegments?: number;
  58431. tubularSegments?: number;
  58432. p?: number;
  58433. q?: number;
  58434. updatable?: boolean;
  58435. sideOrientation?: number;
  58436. frontUVs?: Vector4;
  58437. backUVs?: Vector4;
  58438. }, scene?: Nullable<Scene>): Mesh;
  58439. /**
  58440. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58441. * * 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
  58442. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58443. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58444. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58445. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58446. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58447. * * 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
  58448. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58450. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58451. * @param name defines the name of the new line system
  58452. * @param options defines the options used to create the line system
  58453. * @param scene defines the hosting scene
  58454. * @returns a new line system mesh
  58455. */
  58456. static CreateLineSystem(name: string, options: {
  58457. lines: Vector3[][];
  58458. updatable?: boolean;
  58459. instance?: Nullable<LinesMesh>;
  58460. colors?: Nullable<Color4[][]>;
  58461. useVertexAlpha?: boolean;
  58462. }, scene: Nullable<Scene>): LinesMesh;
  58463. /**
  58464. * Creates a line mesh
  58465. * 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
  58466. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58467. * * The parameter `points` is an array successive Vector3
  58468. * * 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
  58469. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58470. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58471. * * When updating an instance, remember that only point positions can change, not the number of points
  58472. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58473. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58474. * @param name defines the name of the new line system
  58475. * @param options defines the options used to create the line system
  58476. * @param scene defines the hosting scene
  58477. * @returns a new line mesh
  58478. */
  58479. static CreateLines(name: string, options: {
  58480. points: Vector3[];
  58481. updatable?: boolean;
  58482. instance?: Nullable<LinesMesh>;
  58483. colors?: Color4[];
  58484. useVertexAlpha?: boolean;
  58485. }, scene?: Nullable<Scene>): LinesMesh;
  58486. /**
  58487. * Creates a dashed line mesh
  58488. * * 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
  58489. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58490. * * The parameter `points` is an array successive Vector3
  58491. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58492. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58493. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58494. * * 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
  58495. * * When updating an instance, remember that only point positions can change, not the number of points
  58496. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58497. * @param name defines the name of the mesh
  58498. * @param options defines the options used to create the mesh
  58499. * @param scene defines the hosting scene
  58500. * @returns the dashed line mesh
  58501. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58502. */
  58503. static CreateDashedLines(name: string, options: {
  58504. points: Vector3[];
  58505. dashSize?: number;
  58506. gapSize?: number;
  58507. dashNb?: number;
  58508. updatable?: boolean;
  58509. instance?: LinesMesh;
  58510. }, scene?: Nullable<Scene>): LinesMesh;
  58511. /**
  58512. * 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.
  58513. * * 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.
  58514. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58515. * * 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.
  58516. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58517. * * 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
  58518. * * 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
  58519. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58520. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58521. * * If you create a double-sided mesh, you can choose what parts of 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
  58522. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58523. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58524. * @param name defines the name of the mesh
  58525. * @param options defines the options used to create the mesh
  58526. * @param scene defines the hosting scene
  58527. * @returns the extruded shape mesh
  58528. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58529. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58530. */
  58531. static ExtrudeShape(name: string, options: {
  58532. shape: Vector3[];
  58533. path: Vector3[];
  58534. scale?: number;
  58535. rotation?: number;
  58536. cap?: number;
  58537. updatable?: boolean;
  58538. sideOrientation?: number;
  58539. frontUVs?: Vector4;
  58540. backUVs?: Vector4;
  58541. instance?: Mesh;
  58542. invertUV?: boolean;
  58543. }, scene?: Nullable<Scene>): Mesh;
  58544. /**
  58545. * Creates an custom extruded shape mesh.
  58546. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58547. * * 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.
  58548. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58549. * * 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
  58550. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58551. * * 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
  58552. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58553. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58554. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58555. * * 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
  58556. * * 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
  58557. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58558. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58559. * * If you create a double-sided mesh, you can choose what parts of 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
  58560. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58561. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58562. * @param name defines the name of the mesh
  58563. * @param options defines the options used to create the mesh
  58564. * @param scene defines the hosting scene
  58565. * @returns the custom extruded shape mesh
  58566. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58567. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58568. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58569. */
  58570. static ExtrudeShapeCustom(name: string, options: {
  58571. shape: Vector3[];
  58572. path: Vector3[];
  58573. scaleFunction?: any;
  58574. rotationFunction?: any;
  58575. ribbonCloseArray?: boolean;
  58576. ribbonClosePath?: boolean;
  58577. cap?: number;
  58578. updatable?: boolean;
  58579. sideOrientation?: number;
  58580. frontUVs?: Vector4;
  58581. backUVs?: Vector4;
  58582. instance?: Mesh;
  58583. invertUV?: boolean;
  58584. }, scene?: Nullable<Scene>): Mesh;
  58585. /**
  58586. * Creates lathe mesh.
  58587. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58588. * * 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
  58589. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58590. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58591. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58592. * * 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
  58593. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58594. * * 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
  58595. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58596. * * If you create a double-sided mesh, you can choose what parts of 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
  58597. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58599. * @param name defines the name of the mesh
  58600. * @param options defines the options used to create the mesh
  58601. * @param scene defines the hosting scene
  58602. * @returns the lathe mesh
  58603. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58604. */
  58605. static CreateLathe(name: string, options: {
  58606. shape: Vector3[];
  58607. radius?: number;
  58608. tessellation?: number;
  58609. clip?: number;
  58610. arc?: number;
  58611. closed?: boolean;
  58612. updatable?: boolean;
  58613. sideOrientation?: number;
  58614. frontUVs?: Vector4;
  58615. backUVs?: Vector4;
  58616. cap?: number;
  58617. invertUV?: boolean;
  58618. }, scene?: Nullable<Scene>): Mesh;
  58619. /**
  58620. * Creates a tiled plane mesh
  58621. * * You can set a limited pattern arrangement with the tiles
  58622. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58623. * * If you create a double-sided mesh, you can choose what parts of 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
  58624. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58625. * @param name defines the name of the mesh
  58626. * @param options defines the options used to create the mesh
  58627. * @param scene defines the hosting scene
  58628. * @returns the plane mesh
  58629. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58630. */
  58631. static CreateTiledPlane(name: string, options: {
  58632. pattern?: number;
  58633. tileSize?: number;
  58634. tileWidth?: number;
  58635. tileHeight?: number;
  58636. size?: number;
  58637. width?: number;
  58638. height?: number;
  58639. alignHorizontal?: number;
  58640. alignVertical?: number;
  58641. sideOrientation?: number;
  58642. frontUVs?: Vector4;
  58643. backUVs?: Vector4;
  58644. updatable?: boolean;
  58645. }, scene?: Nullable<Scene>): Mesh;
  58646. /**
  58647. * Creates a plane mesh
  58648. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58649. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58650. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58652. * * If you create a double-sided mesh, you can choose what parts of 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
  58653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58654. * @param name defines the name of the mesh
  58655. * @param options defines the options used to create the mesh
  58656. * @param scene defines the hosting scene
  58657. * @returns the plane mesh
  58658. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58659. */
  58660. static CreatePlane(name: string, options: {
  58661. size?: number;
  58662. width?: number;
  58663. height?: number;
  58664. sideOrientation?: number;
  58665. frontUVs?: Vector4;
  58666. backUVs?: Vector4;
  58667. updatable?: boolean;
  58668. sourcePlane?: Plane;
  58669. }, scene?: Nullable<Scene>): Mesh;
  58670. /**
  58671. * Creates a ground mesh
  58672. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58673. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58675. * @param name defines the name of the mesh
  58676. * @param options defines the options used to create the mesh
  58677. * @param scene defines the hosting scene
  58678. * @returns the ground mesh
  58679. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58680. */
  58681. static CreateGround(name: string, options: {
  58682. width?: number;
  58683. height?: number;
  58684. subdivisions?: number;
  58685. subdivisionsX?: number;
  58686. subdivisionsY?: number;
  58687. updatable?: boolean;
  58688. }, scene?: Nullable<Scene>): Mesh;
  58689. /**
  58690. * Creates a tiled ground mesh
  58691. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58692. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58693. * * 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
  58694. * * 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
  58695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58696. * @param name defines the name of the mesh
  58697. * @param options defines the options used to create the mesh
  58698. * @param scene defines the hosting scene
  58699. * @returns the tiled ground mesh
  58700. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58701. */
  58702. static CreateTiledGround(name: string, options: {
  58703. xmin: number;
  58704. zmin: number;
  58705. xmax: number;
  58706. zmax: number;
  58707. subdivisions?: {
  58708. w: number;
  58709. h: number;
  58710. };
  58711. precision?: {
  58712. w: number;
  58713. h: number;
  58714. };
  58715. updatable?: boolean;
  58716. }, scene?: Nullable<Scene>): Mesh;
  58717. /**
  58718. * Creates a ground mesh from a height map
  58719. * * The parameter `url` sets the URL of the height map image resource.
  58720. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58721. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58722. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58723. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58724. * * 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.
  58725. * * 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).
  58726. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58727. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58728. * @param name defines the name of the mesh
  58729. * @param url defines the url to the height map
  58730. * @param options defines the options used to create the mesh
  58731. * @param scene defines the hosting scene
  58732. * @returns the ground mesh
  58733. * @see https://doc.babylonjs.com/babylon101/height_map
  58734. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58735. */
  58736. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58737. width?: number;
  58738. height?: number;
  58739. subdivisions?: number;
  58740. minHeight?: number;
  58741. maxHeight?: number;
  58742. colorFilter?: Color3;
  58743. alphaFilter?: number;
  58744. updatable?: boolean;
  58745. onReady?: (mesh: GroundMesh) => void;
  58746. }, scene?: Nullable<Scene>): GroundMesh;
  58747. /**
  58748. * Creates a polygon mesh
  58749. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58750. * * 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
  58751. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58753. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58754. * * Remember you can only change the shape positions, not their number when updating a polygon
  58755. * @param name defines the name of the mesh
  58756. * @param options defines the options used to create the mesh
  58757. * @param scene defines the hosting scene
  58758. * @param earcutInjection can be used to inject your own earcut reference
  58759. * @returns the polygon mesh
  58760. */
  58761. static CreatePolygon(name: string, options: {
  58762. shape: Vector3[];
  58763. holes?: Vector3[][];
  58764. depth?: number;
  58765. faceUV?: Vector4[];
  58766. faceColors?: Color4[];
  58767. updatable?: boolean;
  58768. sideOrientation?: number;
  58769. frontUVs?: Vector4;
  58770. backUVs?: Vector4;
  58771. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58772. /**
  58773. * Creates an extruded polygon mesh, with depth in the Y direction.
  58774. * * 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)
  58775. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58776. * @param name defines the name of the mesh
  58777. * @param options defines the options used to create the mesh
  58778. * @param scene defines the hosting scene
  58779. * @param earcutInjection can be used to inject your own earcut reference
  58780. * @returns the polygon mesh
  58781. */
  58782. static ExtrudePolygon(name: string, options: {
  58783. shape: Vector3[];
  58784. holes?: Vector3[][];
  58785. depth?: number;
  58786. faceUV?: Vector4[];
  58787. faceColors?: Color4[];
  58788. updatable?: boolean;
  58789. sideOrientation?: number;
  58790. frontUVs?: Vector4;
  58791. backUVs?: Vector4;
  58792. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58793. /**
  58794. * Creates a tube mesh.
  58795. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58796. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58797. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58798. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58799. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58800. * * 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)
  58801. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58802. * * 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
  58803. * * 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
  58804. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58805. * * If you create a double-sided mesh, you can choose what parts of 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
  58806. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58808. * @param name defines the name of the mesh
  58809. * @param options defines the options used to create the mesh
  58810. * @param scene defines the hosting scene
  58811. * @returns the tube mesh
  58812. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58813. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58814. */
  58815. static CreateTube(name: string, options: {
  58816. path: Vector3[];
  58817. radius?: number;
  58818. tessellation?: number;
  58819. radiusFunction?: {
  58820. (i: number, distance: number): number;
  58821. };
  58822. cap?: number;
  58823. arc?: number;
  58824. updatable?: boolean;
  58825. sideOrientation?: number;
  58826. frontUVs?: Vector4;
  58827. backUVs?: Vector4;
  58828. instance?: Mesh;
  58829. invertUV?: boolean;
  58830. }, scene?: Nullable<Scene>): Mesh;
  58831. /**
  58832. * Creates a polyhedron mesh
  58833. * * 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
  58834. * * The parameter `size` (positive float, default 1) sets the polygon size
  58835. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58836. * * 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`
  58837. * * 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
  58838. * * 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)`)
  58839. * * 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
  58840. * * 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
  58841. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58842. * * If you create a double-sided mesh, you can choose what parts of 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
  58843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58844. * @param name defines the name of the mesh
  58845. * @param options defines the options used to create the mesh
  58846. * @param scene defines the hosting scene
  58847. * @returns the polyhedron mesh
  58848. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58849. */
  58850. static CreatePolyhedron(name: string, options: {
  58851. type?: number;
  58852. size?: number;
  58853. sizeX?: number;
  58854. sizeY?: number;
  58855. sizeZ?: number;
  58856. custom?: any;
  58857. faceUV?: Vector4[];
  58858. faceColors?: Color4[];
  58859. flat?: boolean;
  58860. updatable?: boolean;
  58861. sideOrientation?: number;
  58862. frontUVs?: Vector4;
  58863. backUVs?: Vector4;
  58864. }, scene?: Nullable<Scene>): Mesh;
  58865. /**
  58866. * Creates a decal mesh.
  58867. * 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
  58868. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58869. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58870. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58871. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58872. * @param name defines the name of the mesh
  58873. * @param sourceMesh defines the mesh where the decal must be applied
  58874. * @param options defines the options used to create the mesh
  58875. * @param scene defines the hosting scene
  58876. * @returns the decal mesh
  58877. * @see https://doc.babylonjs.com/how_to/decals
  58878. */
  58879. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58880. position?: Vector3;
  58881. normal?: Vector3;
  58882. size?: Vector3;
  58883. angle?: number;
  58884. }): Mesh;
  58885. }
  58886. }
  58887. declare module "babylonjs/Meshes/meshSimplification" {
  58888. import { Mesh } from "babylonjs/Meshes/mesh";
  58889. /**
  58890. * A simplifier interface for future simplification implementations
  58891. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58892. */
  58893. export interface ISimplifier {
  58894. /**
  58895. * Simplification of a given mesh according to the given settings.
  58896. * Since this requires computation, it is assumed that the function runs async.
  58897. * @param settings The settings of the simplification, including quality and distance
  58898. * @param successCallback A callback that will be called after the mesh was simplified.
  58899. * @param errorCallback in case of an error, this callback will be called. optional.
  58900. */
  58901. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58902. }
  58903. /**
  58904. * Expected simplification settings.
  58905. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58906. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58907. */
  58908. export interface ISimplificationSettings {
  58909. /**
  58910. * Gets or sets the expected quality
  58911. */
  58912. quality: number;
  58913. /**
  58914. * Gets or sets the distance when this optimized version should be used
  58915. */
  58916. distance: number;
  58917. /**
  58918. * Gets an already optimized mesh
  58919. */
  58920. optimizeMesh?: boolean;
  58921. }
  58922. /**
  58923. * Class used to specify simplification options
  58924. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58925. */
  58926. export class SimplificationSettings implements ISimplificationSettings {
  58927. /** expected quality */
  58928. quality: number;
  58929. /** distance when this optimized version should be used */
  58930. distance: number;
  58931. /** already optimized mesh */
  58932. optimizeMesh?: boolean | undefined;
  58933. /**
  58934. * Creates a SimplificationSettings
  58935. * @param quality expected quality
  58936. * @param distance distance when this optimized version should be used
  58937. * @param optimizeMesh already optimized mesh
  58938. */
  58939. constructor(
  58940. /** expected quality */
  58941. quality: number,
  58942. /** distance when this optimized version should be used */
  58943. distance: number,
  58944. /** already optimized mesh */
  58945. optimizeMesh?: boolean | undefined);
  58946. }
  58947. /**
  58948. * Interface used to define a simplification task
  58949. */
  58950. export interface ISimplificationTask {
  58951. /**
  58952. * Array of settings
  58953. */
  58954. settings: Array<ISimplificationSettings>;
  58955. /**
  58956. * Simplification type
  58957. */
  58958. simplificationType: SimplificationType;
  58959. /**
  58960. * Mesh to simplify
  58961. */
  58962. mesh: Mesh;
  58963. /**
  58964. * Callback called on success
  58965. */
  58966. successCallback?: () => void;
  58967. /**
  58968. * Defines if parallel processing can be used
  58969. */
  58970. parallelProcessing: boolean;
  58971. }
  58972. /**
  58973. * Queue used to order the simplification tasks
  58974. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58975. */
  58976. export class SimplificationQueue {
  58977. private _simplificationArray;
  58978. /**
  58979. * Gets a boolean indicating that the process is still running
  58980. */
  58981. running: boolean;
  58982. /**
  58983. * Creates a new queue
  58984. */
  58985. constructor();
  58986. /**
  58987. * Adds a new simplification task
  58988. * @param task defines a task to add
  58989. */
  58990. addTask(task: ISimplificationTask): void;
  58991. /**
  58992. * Execute next task
  58993. */
  58994. executeNext(): void;
  58995. /**
  58996. * Execute a simplification task
  58997. * @param task defines the task to run
  58998. */
  58999. runSimplification(task: ISimplificationTask): void;
  59000. private getSimplifier;
  59001. }
  59002. /**
  59003. * The implemented types of simplification
  59004. * At the moment only Quadratic Error Decimation is implemented
  59005. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59006. */
  59007. export enum SimplificationType {
  59008. /** Quadratic error decimation */
  59009. QUADRATIC = 0
  59010. }
  59011. }
  59012. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  59013. import { Scene } from "babylonjs/scene";
  59014. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  59015. import { ISceneComponent } from "babylonjs/sceneComponent";
  59016. module "babylonjs/scene" {
  59017. interface Scene {
  59018. /** @hidden (Backing field) */
  59019. _simplificationQueue: SimplificationQueue;
  59020. /**
  59021. * Gets or sets the simplification queue attached to the scene
  59022. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59023. */
  59024. simplificationQueue: SimplificationQueue;
  59025. }
  59026. }
  59027. module "babylonjs/Meshes/mesh" {
  59028. interface Mesh {
  59029. /**
  59030. * Simplify the mesh according to the given array of settings.
  59031. * Function will return immediately and will simplify async
  59032. * @param settings a collection of simplification settings
  59033. * @param parallelProcessing should all levels calculate parallel or one after the other
  59034. * @param simplificationType the type of simplification to run
  59035. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  59036. * @returns the current mesh
  59037. */
  59038. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  59039. }
  59040. }
  59041. /**
  59042. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  59043. * created in a scene
  59044. */
  59045. export class SimplicationQueueSceneComponent implements ISceneComponent {
  59046. /**
  59047. * The component name helpfull to identify the component in the list of scene components.
  59048. */
  59049. readonly name: string;
  59050. /**
  59051. * The scene the component belongs to.
  59052. */
  59053. scene: Scene;
  59054. /**
  59055. * Creates a new instance of the component for the given scene
  59056. * @param scene Defines the scene to register the component in
  59057. */
  59058. constructor(scene: Scene);
  59059. /**
  59060. * Registers the component in a given scene
  59061. */
  59062. register(): void;
  59063. /**
  59064. * Rebuilds the elements related to this component in case of
  59065. * context lost for instance.
  59066. */
  59067. rebuild(): void;
  59068. /**
  59069. * Disposes the component and the associated ressources
  59070. */
  59071. dispose(): void;
  59072. private _beforeCameraUpdate;
  59073. }
  59074. }
  59075. declare module "babylonjs/Meshes/Builders/index" {
  59076. export * from "babylonjs/Meshes/Builders/boxBuilder";
  59077. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  59078. export * from "babylonjs/Meshes/Builders/discBuilder";
  59079. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  59080. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  59081. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  59082. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  59083. export * from "babylonjs/Meshes/Builders/torusBuilder";
  59084. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  59085. export * from "babylonjs/Meshes/Builders/linesBuilder";
  59086. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  59087. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  59088. export * from "babylonjs/Meshes/Builders/latheBuilder";
  59089. export * from "babylonjs/Meshes/Builders/planeBuilder";
  59090. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  59091. export * from "babylonjs/Meshes/Builders/groundBuilder";
  59092. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  59093. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  59094. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  59095. export * from "babylonjs/Meshes/Builders/decalBuilder";
  59096. }
  59097. declare module "babylonjs/Meshes/index" {
  59098. export * from "babylonjs/Meshes/abstractMesh";
  59099. export * from "babylonjs/Meshes/buffer";
  59100. export * from "babylonjs/Meshes/Compression/index";
  59101. export * from "babylonjs/Meshes/csg";
  59102. export * from "babylonjs/Meshes/geometry";
  59103. export * from "babylonjs/Meshes/groundMesh";
  59104. export * from "babylonjs/Meshes/trailMesh";
  59105. export * from "babylonjs/Meshes/instancedMesh";
  59106. export * from "babylonjs/Meshes/linesMesh";
  59107. export * from "babylonjs/Meshes/mesh";
  59108. export * from "babylonjs/Meshes/mesh.vertexData";
  59109. export * from "babylonjs/Meshes/meshBuilder";
  59110. export * from "babylonjs/Meshes/meshSimplification";
  59111. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  59112. export * from "babylonjs/Meshes/polygonMesh";
  59113. export * from "babylonjs/Meshes/subMesh";
  59114. export * from "babylonjs/Meshes/meshLODLevel";
  59115. export * from "babylonjs/Meshes/transformNode";
  59116. export * from "babylonjs/Meshes/Builders/index";
  59117. export * from "babylonjs/Meshes/dataBuffer";
  59118. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  59119. }
  59120. declare module "babylonjs/Morph/index" {
  59121. export * from "babylonjs/Morph/morphTarget";
  59122. export * from "babylonjs/Morph/morphTargetManager";
  59123. }
  59124. declare module "babylonjs/Navigation/INavigationEngine" {
  59125. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59126. import { Vector3 } from "babylonjs/Maths/math";
  59127. import { Mesh } from "babylonjs/Meshes/mesh";
  59128. import { Scene } from "babylonjs/scene";
  59129. /**
  59130. * Navigation plugin interface to add navigation constrained by a navigation mesh
  59131. */
  59132. export interface INavigationEnginePlugin {
  59133. /**
  59134. * plugin name
  59135. */
  59136. name: string;
  59137. /**
  59138. * Creates a navigation mesh
  59139. * @param meshes array of all the geometry used to compute the navigatio mesh
  59140. * @param parameters bunch of parameters used to filter geometry
  59141. */
  59142. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59143. /**
  59144. * Create a navigation mesh debug mesh
  59145. * @param scene is where the mesh will be added
  59146. * @returns debug display mesh
  59147. */
  59148. createDebugNavMesh(scene: Scene): Mesh;
  59149. /**
  59150. * Get a navigation mesh constrained position, closest to the parameter position
  59151. * @param position world position
  59152. * @returns the closest point to position constrained by the navigation mesh
  59153. */
  59154. getClosestPoint(position: Vector3): Vector3;
  59155. /**
  59156. * Get a navigation mesh constrained position, within a particular radius
  59157. * @param position world position
  59158. * @param maxRadius the maximum distance to the constrained world position
  59159. * @returns the closest point to position constrained by the navigation mesh
  59160. */
  59161. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59162. /**
  59163. * Compute the final position from a segment made of destination-position
  59164. * @param position world position
  59165. * @param destination world position
  59166. * @returns the resulting point along the navmesh
  59167. */
  59168. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59169. /**
  59170. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59171. * @param start world position
  59172. * @param end world position
  59173. * @returns array containing world position composing the path
  59174. */
  59175. computePath(start: Vector3, end: Vector3): Vector3[];
  59176. /**
  59177. * If this plugin is supported
  59178. * @returns true if plugin is supported
  59179. */
  59180. isSupported(): boolean;
  59181. /**
  59182. * Create a new Crowd so you can add agents
  59183. * @param maxAgents the maximum agent count in the crowd
  59184. * @param maxAgentRadius the maximum radius an agent can have
  59185. * @param scene to attach the crowd to
  59186. * @returns the crowd you can add agents to
  59187. */
  59188. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59189. /**
  59190. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59191. * The queries will try to find a solution within those bounds
  59192. * default is (1,1,1)
  59193. * @param extent x,y,z value that define the extent around the queries point of reference
  59194. */
  59195. setDefaultQueryExtent(extent: Vector3): void;
  59196. /**
  59197. * Get the Bounding box extent specified by setDefaultQueryExtent
  59198. * @returns the box extent values
  59199. */
  59200. getDefaultQueryExtent(): Vector3;
  59201. /**
  59202. * Release all resources
  59203. */
  59204. dispose(): void;
  59205. }
  59206. /**
  59207. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59208. */
  59209. export interface ICrowd {
  59210. /**
  59211. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59212. * You can attach anything to that node. The node position is updated in the scene update tick.
  59213. * @param pos world position that will be constrained by the navigation mesh
  59214. * @param parameters agent parameters
  59215. * @param transform hooked to the agent that will be update by the scene
  59216. * @returns agent index
  59217. */
  59218. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59219. /**
  59220. * Returns the agent position in world space
  59221. * @param index agent index returned by addAgent
  59222. * @returns world space position
  59223. */
  59224. getAgentPosition(index: number): Vector3;
  59225. /**
  59226. * Gets the agent velocity in world space
  59227. * @param index agent index returned by addAgent
  59228. * @returns world space velocity
  59229. */
  59230. getAgentVelocity(index: number): Vector3;
  59231. /**
  59232. * remove a particular agent previously created
  59233. * @param index agent index returned by addAgent
  59234. */
  59235. removeAgent(index: number): void;
  59236. /**
  59237. * get the list of all agents attached to this crowd
  59238. * @returns list of agent indices
  59239. */
  59240. getAgents(): number[];
  59241. /**
  59242. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59243. * @param deltaTime in seconds
  59244. */
  59245. update(deltaTime: number): void;
  59246. /**
  59247. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59248. * @param index agent index returned by addAgent
  59249. * @param destination targeted world position
  59250. */
  59251. agentGoto(index: number, destination: Vector3): void;
  59252. /**
  59253. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59254. * The queries will try to find a solution within those bounds
  59255. * default is (1,1,1)
  59256. * @param extent x,y,z value that define the extent around the queries point of reference
  59257. */
  59258. setDefaultQueryExtent(extent: Vector3): void;
  59259. /**
  59260. * Get the Bounding box extent specified by setDefaultQueryExtent
  59261. * @returns the box extent values
  59262. */
  59263. getDefaultQueryExtent(): Vector3;
  59264. /**
  59265. * Release all resources
  59266. */
  59267. dispose(): void;
  59268. }
  59269. /**
  59270. * Configures an agent
  59271. */
  59272. export interface IAgentParameters {
  59273. /**
  59274. * Agent radius. [Limit: >= 0]
  59275. */
  59276. radius: number;
  59277. /**
  59278. * Agent height. [Limit: > 0]
  59279. */
  59280. height: number;
  59281. /**
  59282. * Maximum allowed acceleration. [Limit: >= 0]
  59283. */
  59284. maxAcceleration: number;
  59285. /**
  59286. * Maximum allowed speed. [Limit: >= 0]
  59287. */
  59288. maxSpeed: number;
  59289. /**
  59290. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59291. */
  59292. collisionQueryRange: number;
  59293. /**
  59294. * The path visibility optimization range. [Limit: > 0]
  59295. */
  59296. pathOptimizationRange: number;
  59297. /**
  59298. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59299. */
  59300. separationWeight: number;
  59301. }
  59302. /**
  59303. * Configures the navigation mesh creation
  59304. */
  59305. export interface INavMeshParameters {
  59306. /**
  59307. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59308. */
  59309. cs: number;
  59310. /**
  59311. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59312. */
  59313. ch: number;
  59314. /**
  59315. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59316. */
  59317. walkableSlopeAngle: number;
  59318. /**
  59319. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59320. * be considered walkable. [Limit: >= 3] [Units: vx]
  59321. */
  59322. walkableHeight: number;
  59323. /**
  59324. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59325. */
  59326. walkableClimb: number;
  59327. /**
  59328. * The distance to erode/shrink the walkable area of the heightfield away from
  59329. * obstructions. [Limit: >=0] [Units: vx]
  59330. */
  59331. walkableRadius: number;
  59332. /**
  59333. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59334. */
  59335. maxEdgeLen: number;
  59336. /**
  59337. * The maximum distance a simplfied contour's border edges should deviate
  59338. * the original raw contour. [Limit: >=0] [Units: vx]
  59339. */
  59340. maxSimplificationError: number;
  59341. /**
  59342. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59343. */
  59344. minRegionArea: number;
  59345. /**
  59346. * Any regions with a span count smaller than this value will, if possible,
  59347. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59348. */
  59349. mergeRegionArea: number;
  59350. /**
  59351. * The maximum number of vertices allowed for polygons generated during the
  59352. * contour to polygon conversion process. [Limit: >= 3]
  59353. */
  59354. maxVertsPerPoly: number;
  59355. /**
  59356. * Sets the sampling distance to use when generating the detail mesh.
  59357. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59358. */
  59359. detailSampleDist: number;
  59360. /**
  59361. * The maximum distance the detail mesh surface should deviate from heightfield
  59362. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59363. */
  59364. detailSampleMaxError: number;
  59365. }
  59366. }
  59367. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59368. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59369. import { Mesh } from "babylonjs/Meshes/mesh";
  59370. import { Scene } from "babylonjs/scene";
  59371. import { Vector3 } from "babylonjs/Maths/math";
  59372. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59373. /**
  59374. * RecastJS navigation plugin
  59375. */
  59376. export class RecastJSPlugin implements INavigationEnginePlugin {
  59377. /**
  59378. * Reference to the Recast library
  59379. */
  59380. bjsRECAST: any;
  59381. /**
  59382. * plugin name
  59383. */
  59384. name: string;
  59385. /**
  59386. * the first navmesh created. We might extend this to support multiple navmeshes
  59387. */
  59388. navMesh: any;
  59389. /**
  59390. * Initializes the recastJS plugin
  59391. * @param recastInjection can be used to inject your own recast reference
  59392. */
  59393. constructor(recastInjection?: any);
  59394. /**
  59395. * Creates a navigation mesh
  59396. * @param meshes array of all the geometry used to compute the navigatio mesh
  59397. * @param parameters bunch of parameters used to filter geometry
  59398. */
  59399. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59400. /**
  59401. * Create a navigation mesh debug mesh
  59402. * @param scene is where the mesh will be added
  59403. * @returns debug display mesh
  59404. */
  59405. createDebugNavMesh(scene: Scene): Mesh;
  59406. /**
  59407. * Get a navigation mesh constrained position, closest to the parameter position
  59408. * @param position world position
  59409. * @returns the closest point to position constrained by the navigation mesh
  59410. */
  59411. getClosestPoint(position: Vector3): Vector3;
  59412. /**
  59413. * Get a navigation mesh constrained position, within a particular radius
  59414. * @param position world position
  59415. * @param maxRadius the maximum distance to the constrained world position
  59416. * @returns the closest point to position constrained by the navigation mesh
  59417. */
  59418. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59419. /**
  59420. * Compute the final position from a segment made of destination-position
  59421. * @param position world position
  59422. * @param destination world position
  59423. * @returns the resulting point along the navmesh
  59424. */
  59425. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59426. /**
  59427. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59428. * @param start world position
  59429. * @param end world position
  59430. * @returns array containing world position composing the path
  59431. */
  59432. computePath(start: Vector3, end: Vector3): Vector3[];
  59433. /**
  59434. * Create a new Crowd so you can add agents
  59435. * @param maxAgents the maximum agent count in the crowd
  59436. * @param maxAgentRadius the maximum radius an agent can have
  59437. * @param scene to attach the crowd to
  59438. * @returns the crowd you can add agents to
  59439. */
  59440. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59441. /**
  59442. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59443. * The queries will try to find a solution within those bounds
  59444. * default is (1,1,1)
  59445. * @param extent x,y,z value that define the extent around the queries point of reference
  59446. */
  59447. setDefaultQueryExtent(extent: Vector3): void;
  59448. /**
  59449. * Get the Bounding box extent specified by setDefaultQueryExtent
  59450. * @returns the box extent values
  59451. */
  59452. getDefaultQueryExtent(): Vector3;
  59453. /**
  59454. * Disposes
  59455. */
  59456. dispose(): void;
  59457. /**
  59458. * If this plugin is supported
  59459. * @returns true if plugin is supported
  59460. */
  59461. isSupported(): boolean;
  59462. }
  59463. /**
  59464. * Recast detour crowd implementation
  59465. */
  59466. export class RecastJSCrowd implements ICrowd {
  59467. /**
  59468. * Recast/detour plugin
  59469. */
  59470. bjsRECASTPlugin: RecastJSPlugin;
  59471. /**
  59472. * Link to the detour crowd
  59473. */
  59474. recastCrowd: any;
  59475. /**
  59476. * One transform per agent
  59477. */
  59478. transforms: TransformNode[];
  59479. /**
  59480. * All agents created
  59481. */
  59482. agents: number[];
  59483. /**
  59484. * Link to the scene is kept to unregister the crowd from the scene
  59485. */
  59486. private _scene;
  59487. /**
  59488. * Observer for crowd updates
  59489. */
  59490. private _onBeforeAnimationsObserver;
  59491. /**
  59492. * Constructor
  59493. * @param plugin recastJS plugin
  59494. * @param maxAgents the maximum agent count in the crowd
  59495. * @param maxAgentRadius the maximum radius an agent can have
  59496. * @param scene to attach the crowd to
  59497. * @returns the crowd you can add agents to
  59498. */
  59499. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59500. /**
  59501. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59502. * You can attach anything to that node. The node position is updated in the scene update tick.
  59503. * @param pos world position that will be constrained by the navigation mesh
  59504. * @param parameters agent parameters
  59505. * @param transform hooked to the agent that will be update by the scene
  59506. * @returns agent index
  59507. */
  59508. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59509. /**
  59510. * Returns the agent position in world space
  59511. * @param index agent index returned by addAgent
  59512. * @returns world space position
  59513. */
  59514. getAgentPosition(index: number): Vector3;
  59515. /**
  59516. * Returns the agent velocity in world space
  59517. * @param index agent index returned by addAgent
  59518. * @returns world space velocity
  59519. */
  59520. getAgentVelocity(index: number): Vector3;
  59521. /**
  59522. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59523. * @param index agent index returned by addAgent
  59524. * @param destination targeted world position
  59525. */
  59526. agentGoto(index: number, destination: Vector3): void;
  59527. /**
  59528. * remove a particular agent previously created
  59529. * @param index agent index returned by addAgent
  59530. */
  59531. removeAgent(index: number): void;
  59532. /**
  59533. * get the list of all agents attached to this crowd
  59534. * @returns list of agent indices
  59535. */
  59536. getAgents(): number[];
  59537. /**
  59538. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59539. * @param deltaTime in seconds
  59540. */
  59541. update(deltaTime: number): void;
  59542. /**
  59543. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59544. * The queries will try to find a solution within those bounds
  59545. * default is (1,1,1)
  59546. * @param extent x,y,z value that define the extent around the queries point of reference
  59547. */
  59548. setDefaultQueryExtent(extent: Vector3): void;
  59549. /**
  59550. * Get the Bounding box extent specified by setDefaultQueryExtent
  59551. * @returns the box extent values
  59552. */
  59553. getDefaultQueryExtent(): Vector3;
  59554. /**
  59555. * Release all resources
  59556. */
  59557. dispose(): void;
  59558. }
  59559. }
  59560. declare module "babylonjs/Navigation/Plugins/index" {
  59561. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59562. }
  59563. declare module "babylonjs/Navigation/index" {
  59564. export * from "babylonjs/Navigation/INavigationEngine";
  59565. export * from "babylonjs/Navigation/Plugins/index";
  59566. }
  59567. declare module "babylonjs/Offline/database" {
  59568. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59569. /**
  59570. * Class used to enable access to IndexedDB
  59571. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59572. */
  59573. export class Database implements IOfflineProvider {
  59574. private _callbackManifestChecked;
  59575. private _currentSceneUrl;
  59576. private _db;
  59577. private _enableSceneOffline;
  59578. private _enableTexturesOffline;
  59579. private _manifestVersionFound;
  59580. private _mustUpdateRessources;
  59581. private _hasReachedQuota;
  59582. private _isSupported;
  59583. private _idbFactory;
  59584. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59585. private static IsUASupportingBlobStorage;
  59586. /**
  59587. * Gets a boolean indicating if Database storate is enabled (off by default)
  59588. */
  59589. static IDBStorageEnabled: boolean;
  59590. /**
  59591. * Gets a boolean indicating if scene must be saved in the database
  59592. */
  59593. readonly enableSceneOffline: boolean;
  59594. /**
  59595. * Gets a boolean indicating if textures must be saved in the database
  59596. */
  59597. readonly enableTexturesOffline: boolean;
  59598. /**
  59599. * Creates a new Database
  59600. * @param urlToScene defines the url to load the scene
  59601. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59602. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59603. */
  59604. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59605. private static _ParseURL;
  59606. private static _ReturnFullUrlLocation;
  59607. private _checkManifestFile;
  59608. /**
  59609. * Open the database and make it available
  59610. * @param successCallback defines the callback to call on success
  59611. * @param errorCallback defines the callback to call on error
  59612. */
  59613. open(successCallback: () => void, errorCallback: () => void): void;
  59614. /**
  59615. * Loads an image from the database
  59616. * @param url defines the url to load from
  59617. * @param image defines the target DOM image
  59618. */
  59619. loadImage(url: string, image: HTMLImageElement): void;
  59620. private _loadImageFromDBAsync;
  59621. private _saveImageIntoDBAsync;
  59622. private _checkVersionFromDB;
  59623. private _loadVersionFromDBAsync;
  59624. private _saveVersionIntoDBAsync;
  59625. /**
  59626. * Loads a file from database
  59627. * @param url defines the URL to load from
  59628. * @param sceneLoaded defines a callback to call on success
  59629. * @param progressCallBack defines a callback to call when progress changed
  59630. * @param errorCallback defines a callback to call on error
  59631. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59632. */
  59633. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59634. private _loadFileAsync;
  59635. private _saveFileAsync;
  59636. /**
  59637. * Validates if xhr data is correct
  59638. * @param xhr defines the request to validate
  59639. * @param dataType defines the expected data type
  59640. * @returns true if data is correct
  59641. */
  59642. private static _ValidateXHRData;
  59643. }
  59644. }
  59645. declare module "babylonjs/Offline/index" {
  59646. export * from "babylonjs/Offline/database";
  59647. export * from "babylonjs/Offline/IOfflineProvider";
  59648. }
  59649. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59650. /** @hidden */
  59651. export var gpuUpdateParticlesPixelShader: {
  59652. name: string;
  59653. shader: string;
  59654. };
  59655. }
  59656. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59657. /** @hidden */
  59658. export var gpuUpdateParticlesVertexShader: {
  59659. name: string;
  59660. shader: string;
  59661. };
  59662. }
  59663. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59664. /** @hidden */
  59665. export var clipPlaneFragmentDeclaration2: {
  59666. name: string;
  59667. shader: string;
  59668. };
  59669. }
  59670. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59671. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59672. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59673. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59674. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59675. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59676. /** @hidden */
  59677. export var gpuRenderParticlesPixelShader: {
  59678. name: string;
  59679. shader: string;
  59680. };
  59681. }
  59682. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59683. /** @hidden */
  59684. export var clipPlaneVertexDeclaration2: {
  59685. name: string;
  59686. shader: string;
  59687. };
  59688. }
  59689. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59690. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59691. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59692. /** @hidden */
  59693. export var gpuRenderParticlesVertexShader: {
  59694. name: string;
  59695. shader: string;
  59696. };
  59697. }
  59698. declare module "babylonjs/Particles/gpuParticleSystem" {
  59699. import { Nullable } from "babylonjs/types";
  59700. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59701. import { Observable } from "babylonjs/Misc/observable";
  59702. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59703. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59704. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59705. import { Scene, IDisposable } from "babylonjs/scene";
  59706. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59707. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59708. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59709. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59710. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59711. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59712. /**
  59713. * This represents a GPU particle system in Babylon
  59714. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59715. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59716. */
  59717. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59718. /**
  59719. * The layer mask we are rendering the particles through.
  59720. */
  59721. layerMask: number;
  59722. private _capacity;
  59723. private _activeCount;
  59724. private _currentActiveCount;
  59725. private _accumulatedCount;
  59726. private _renderEffect;
  59727. private _updateEffect;
  59728. private _buffer0;
  59729. private _buffer1;
  59730. private _spriteBuffer;
  59731. private _updateVAO;
  59732. private _renderVAO;
  59733. private _targetIndex;
  59734. private _sourceBuffer;
  59735. private _targetBuffer;
  59736. private _engine;
  59737. private _currentRenderId;
  59738. private _started;
  59739. private _stopped;
  59740. private _timeDelta;
  59741. private _randomTexture;
  59742. private _randomTexture2;
  59743. private _attributesStrideSize;
  59744. private _updateEffectOptions;
  59745. private _randomTextureSize;
  59746. private _actualFrame;
  59747. private readonly _rawTextureWidth;
  59748. /**
  59749. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59750. */
  59751. static readonly IsSupported: boolean;
  59752. /**
  59753. * An event triggered when the system is disposed.
  59754. */
  59755. onDisposeObservable: Observable<GPUParticleSystem>;
  59756. /**
  59757. * Gets the maximum number of particles active at the same time.
  59758. * @returns The max number of active particles.
  59759. */
  59760. getCapacity(): number;
  59761. /**
  59762. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59763. * to override the particles.
  59764. */
  59765. forceDepthWrite: boolean;
  59766. /**
  59767. * Gets or set the number of active particles
  59768. */
  59769. activeParticleCount: number;
  59770. private _preWarmDone;
  59771. /**
  59772. * Is this system ready to be used/rendered
  59773. * @return true if the system is ready
  59774. */
  59775. isReady(): boolean;
  59776. /**
  59777. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59778. * @returns True if it has been started, otherwise false.
  59779. */
  59780. isStarted(): boolean;
  59781. /**
  59782. * Starts the particle system and begins to emit
  59783. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59784. */
  59785. start(delay?: number): void;
  59786. /**
  59787. * Stops the particle system.
  59788. */
  59789. stop(): void;
  59790. /**
  59791. * Remove all active particles
  59792. */
  59793. reset(): void;
  59794. /**
  59795. * Returns the string "GPUParticleSystem"
  59796. * @returns a string containing the class name
  59797. */
  59798. getClassName(): string;
  59799. private _colorGradientsTexture;
  59800. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59801. /**
  59802. * Adds a new color gradient
  59803. * @param gradient defines the gradient to use (between 0 and 1)
  59804. * @param color1 defines the color to affect to the specified gradient
  59805. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59806. * @returns the current particle system
  59807. */
  59808. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59809. /**
  59810. * Remove a specific color gradient
  59811. * @param gradient defines the gradient to remove
  59812. * @returns the current particle system
  59813. */
  59814. removeColorGradient(gradient: number): GPUParticleSystem;
  59815. private _angularSpeedGradientsTexture;
  59816. private _sizeGradientsTexture;
  59817. private _velocityGradientsTexture;
  59818. private _limitVelocityGradientsTexture;
  59819. private _dragGradientsTexture;
  59820. private _addFactorGradient;
  59821. /**
  59822. * Adds a new size gradient
  59823. * @param gradient defines the gradient to use (between 0 and 1)
  59824. * @param factor defines the size factor to affect to the specified gradient
  59825. * @returns the current particle system
  59826. */
  59827. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59828. /**
  59829. * Remove a specific size gradient
  59830. * @param gradient defines the gradient to remove
  59831. * @returns the current particle system
  59832. */
  59833. removeSizeGradient(gradient: number): GPUParticleSystem;
  59834. /**
  59835. * Adds a new angular speed gradient
  59836. * @param gradient defines the gradient to use (between 0 and 1)
  59837. * @param factor defines the angular speed to affect to the specified gradient
  59838. * @returns the current particle system
  59839. */
  59840. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59841. /**
  59842. * Remove a specific angular speed gradient
  59843. * @param gradient defines the gradient to remove
  59844. * @returns the current particle system
  59845. */
  59846. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59847. /**
  59848. * Adds a new velocity gradient
  59849. * @param gradient defines the gradient to use (between 0 and 1)
  59850. * @param factor defines the velocity to affect to the specified gradient
  59851. * @returns the current particle system
  59852. */
  59853. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59854. /**
  59855. * Remove a specific velocity gradient
  59856. * @param gradient defines the gradient to remove
  59857. * @returns the current particle system
  59858. */
  59859. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59860. /**
  59861. * Adds a new limit velocity gradient
  59862. * @param gradient defines the gradient to use (between 0 and 1)
  59863. * @param factor defines the limit velocity value to affect to the specified gradient
  59864. * @returns the current particle system
  59865. */
  59866. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59867. /**
  59868. * Remove a specific limit velocity gradient
  59869. * @param gradient defines the gradient to remove
  59870. * @returns the current particle system
  59871. */
  59872. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59873. /**
  59874. * Adds a new drag gradient
  59875. * @param gradient defines the gradient to use (between 0 and 1)
  59876. * @param factor defines the drag value to affect to the specified gradient
  59877. * @returns the current particle system
  59878. */
  59879. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59880. /**
  59881. * Remove a specific drag gradient
  59882. * @param gradient defines the gradient to remove
  59883. * @returns the current particle system
  59884. */
  59885. removeDragGradient(gradient: number): GPUParticleSystem;
  59886. /**
  59887. * Not supported by GPUParticleSystem
  59888. * @param gradient defines the gradient to use (between 0 and 1)
  59889. * @param factor defines the emit rate value to affect to the specified gradient
  59890. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59891. * @returns the current particle system
  59892. */
  59893. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59894. /**
  59895. * Not supported by GPUParticleSystem
  59896. * @param gradient defines the gradient to remove
  59897. * @returns the current particle system
  59898. */
  59899. removeEmitRateGradient(gradient: number): IParticleSystem;
  59900. /**
  59901. * Not supported by GPUParticleSystem
  59902. * @param gradient defines the gradient to use (between 0 and 1)
  59903. * @param factor defines the start size value to affect to the specified gradient
  59904. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59905. * @returns the current particle system
  59906. */
  59907. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59908. /**
  59909. * Not supported by GPUParticleSystem
  59910. * @param gradient defines the gradient to remove
  59911. * @returns the current particle system
  59912. */
  59913. removeStartSizeGradient(gradient: number): IParticleSystem;
  59914. /**
  59915. * Not supported by GPUParticleSystem
  59916. * @param gradient defines the gradient to use (between 0 and 1)
  59917. * @param min defines the color remap minimal range
  59918. * @param max defines the color remap maximal range
  59919. * @returns the current particle system
  59920. */
  59921. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59922. /**
  59923. * Not supported by GPUParticleSystem
  59924. * @param gradient defines the gradient to remove
  59925. * @returns the current particle system
  59926. */
  59927. removeColorRemapGradient(): IParticleSystem;
  59928. /**
  59929. * Not supported by GPUParticleSystem
  59930. * @param gradient defines the gradient to use (between 0 and 1)
  59931. * @param min defines the alpha remap minimal range
  59932. * @param max defines the alpha remap maximal range
  59933. * @returns the current particle system
  59934. */
  59935. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59936. /**
  59937. * Not supported by GPUParticleSystem
  59938. * @param gradient defines the gradient to remove
  59939. * @returns the current particle system
  59940. */
  59941. removeAlphaRemapGradient(): IParticleSystem;
  59942. /**
  59943. * Not supported by GPUParticleSystem
  59944. * @param gradient defines the gradient to use (between 0 and 1)
  59945. * @param color defines the color to affect to the specified gradient
  59946. * @returns the current particle system
  59947. */
  59948. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59949. /**
  59950. * Not supported by GPUParticleSystem
  59951. * @param gradient defines the gradient to remove
  59952. * @returns the current particle system
  59953. */
  59954. removeRampGradient(): IParticleSystem;
  59955. /**
  59956. * Not supported by GPUParticleSystem
  59957. * @returns the list of ramp gradients
  59958. */
  59959. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59960. /**
  59961. * Not supported by GPUParticleSystem
  59962. * Gets or sets a boolean indicating that ramp gradients must be used
  59963. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59964. */
  59965. useRampGradients: boolean;
  59966. /**
  59967. * Not supported by GPUParticleSystem
  59968. * @param gradient defines the gradient to use (between 0 and 1)
  59969. * @param factor defines the life time factor to affect to the specified gradient
  59970. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59971. * @returns the current particle system
  59972. */
  59973. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59974. /**
  59975. * Not supported by GPUParticleSystem
  59976. * @param gradient defines the gradient to remove
  59977. * @returns the current particle system
  59978. */
  59979. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59980. /**
  59981. * Instantiates a GPU particle system.
  59982. * 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.
  59983. * @param name The name of the particle system
  59984. * @param options The options used to create the system
  59985. * @param scene The scene the particle system belongs to
  59986. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59987. */
  59988. constructor(name: string, options: Partial<{
  59989. capacity: number;
  59990. randomTextureSize: number;
  59991. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59992. protected _reset(): void;
  59993. private _createUpdateVAO;
  59994. private _createRenderVAO;
  59995. private _initialize;
  59996. /** @hidden */
  59997. _recreateUpdateEffect(): void;
  59998. /** @hidden */
  59999. _recreateRenderEffect(): void;
  60000. /**
  60001. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  60002. * @param preWarm defines if we are in the pre-warmimg phase
  60003. */
  60004. animate(preWarm?: boolean): void;
  60005. private _createFactorGradientTexture;
  60006. private _createSizeGradientTexture;
  60007. private _createAngularSpeedGradientTexture;
  60008. private _createVelocityGradientTexture;
  60009. private _createLimitVelocityGradientTexture;
  60010. private _createDragGradientTexture;
  60011. private _createColorGradientTexture;
  60012. /**
  60013. * Renders the particle system in its current state
  60014. * @param preWarm defines if the system should only update the particles but not render them
  60015. * @returns the current number of particles
  60016. */
  60017. render(preWarm?: boolean): number;
  60018. /**
  60019. * Rebuilds the particle system
  60020. */
  60021. rebuild(): void;
  60022. private _releaseBuffers;
  60023. private _releaseVAOs;
  60024. /**
  60025. * Disposes the particle system and free the associated resources
  60026. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  60027. */
  60028. dispose(disposeTexture?: boolean): void;
  60029. /**
  60030. * Clones the particle system.
  60031. * @param name The name of the cloned object
  60032. * @param newEmitter The new emitter to use
  60033. * @returns the cloned particle system
  60034. */
  60035. clone(name: string, newEmitter: any): GPUParticleSystem;
  60036. /**
  60037. * Serializes the particle system to a JSON object.
  60038. * @returns the JSON object
  60039. */
  60040. serialize(): any;
  60041. /**
  60042. * Parses a JSON object to create a GPU particle system.
  60043. * @param parsedParticleSystem The JSON object to parse
  60044. * @param scene The scene to create the particle system in
  60045. * @param rootUrl The root url to use to load external dependencies like texture
  60046. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  60047. * @returns the parsed GPU particle system
  60048. */
  60049. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  60050. }
  60051. }
  60052. declare module "babylonjs/Particles/particleSystemSet" {
  60053. import { Nullable } from "babylonjs/types";
  60054. import { Color3 } from "babylonjs/Maths/math.color";
  60055. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60056. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60057. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60058. import { Scene, IDisposable } from "babylonjs/scene";
  60059. /**
  60060. * Represents a set of particle systems working together to create a specific effect
  60061. */
  60062. export class ParticleSystemSet implements IDisposable {
  60063. private _emitterCreationOptions;
  60064. private _emitterNode;
  60065. /**
  60066. * Gets the particle system list
  60067. */
  60068. systems: IParticleSystem[];
  60069. /**
  60070. * Gets the emitter node used with this set
  60071. */
  60072. readonly emitterNode: Nullable<TransformNode>;
  60073. /**
  60074. * Creates a new emitter mesh as a sphere
  60075. * @param options defines the options used to create the sphere
  60076. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  60077. * @param scene defines the hosting scene
  60078. */
  60079. setEmitterAsSphere(options: {
  60080. diameter: number;
  60081. segments: number;
  60082. color: Color3;
  60083. }, renderingGroupId: number, scene: Scene): void;
  60084. /**
  60085. * Starts all particle systems of the set
  60086. * @param emitter defines an optional mesh to use as emitter for the particle systems
  60087. */
  60088. start(emitter?: AbstractMesh): void;
  60089. /**
  60090. * Release all associated resources
  60091. */
  60092. dispose(): void;
  60093. /**
  60094. * Serialize the set into a JSON compatible object
  60095. * @returns a JSON compatible representation of the set
  60096. */
  60097. serialize(): any;
  60098. /**
  60099. * Parse a new ParticleSystemSet from a serialized source
  60100. * @param data defines a JSON compatible representation of the set
  60101. * @param scene defines the hosting scene
  60102. * @param gpu defines if we want GPU particles or CPU particles
  60103. * @returns a new ParticleSystemSet
  60104. */
  60105. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  60106. }
  60107. }
  60108. declare module "babylonjs/Particles/particleHelper" {
  60109. import { Nullable } from "babylonjs/types";
  60110. import { Scene } from "babylonjs/scene";
  60111. import { Vector3 } from "babylonjs/Maths/math.vector";
  60112. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60113. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60114. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  60115. /**
  60116. * This class is made for on one-liner static method to help creating particle system set.
  60117. */
  60118. export class ParticleHelper {
  60119. /**
  60120. * Gets or sets base Assets URL
  60121. */
  60122. static BaseAssetsUrl: string;
  60123. /**
  60124. * Create a default particle system that you can tweak
  60125. * @param emitter defines the emitter to use
  60126. * @param capacity defines the system capacity (default is 500 particles)
  60127. * @param scene defines the hosting scene
  60128. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  60129. * @returns the new Particle system
  60130. */
  60131. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  60132. /**
  60133. * This is the main static method (one-liner) of this helper to create different particle systems
  60134. * @param type This string represents the type to the particle system to create
  60135. * @param scene The scene where the particle system should live
  60136. * @param gpu If the system will use gpu
  60137. * @returns the ParticleSystemSet created
  60138. */
  60139. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  60140. /**
  60141. * Static function used to export a particle system to a ParticleSystemSet variable.
  60142. * Please note that the emitter shape is not exported
  60143. * @param systems defines the particle systems to export
  60144. * @returns the created particle system set
  60145. */
  60146. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  60147. }
  60148. }
  60149. declare module "babylonjs/Particles/particleSystemComponent" {
  60150. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60151. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  60152. import "babylonjs/Shaders/particles.vertex";
  60153. module "babylonjs/Engines/engine" {
  60154. interface Engine {
  60155. /**
  60156. * Create an effect to use with particle systems.
  60157. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  60158. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  60159. * @param uniformsNames defines a list of attribute names
  60160. * @param samplers defines an array of string used to represent textures
  60161. * @param defines defines the string containing the defines to use to compile the shaders
  60162. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  60163. * @param onCompiled defines a function to call when the effect creation is successful
  60164. * @param onError defines a function to call when the effect creation has failed
  60165. * @returns the new Effect
  60166. */
  60167. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  60168. }
  60169. }
  60170. module "babylonjs/Meshes/mesh" {
  60171. interface Mesh {
  60172. /**
  60173. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  60174. * @returns an array of IParticleSystem
  60175. */
  60176. getEmittedParticleSystems(): IParticleSystem[];
  60177. /**
  60178. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60179. * @returns an array of IParticleSystem
  60180. */
  60181. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60182. }
  60183. }
  60184. /**
  60185. * @hidden
  60186. */
  60187. export var _IDoNeedToBeInTheBuild: number;
  60188. }
  60189. declare module "babylonjs/Particles/index" {
  60190. export * from "babylonjs/Particles/baseParticleSystem";
  60191. export * from "babylonjs/Particles/EmitterTypes/index";
  60192. export * from "babylonjs/Particles/gpuParticleSystem";
  60193. export * from "babylonjs/Particles/IParticleSystem";
  60194. export * from "babylonjs/Particles/particle";
  60195. export * from "babylonjs/Particles/particleHelper";
  60196. export * from "babylonjs/Particles/particleSystem";
  60197. export * from "babylonjs/Particles/particleSystemComponent";
  60198. export * from "babylonjs/Particles/particleSystemSet";
  60199. export * from "babylonjs/Particles/solidParticle";
  60200. export * from "babylonjs/Particles/solidParticleSystem";
  60201. export * from "babylonjs/Particles/subEmitter";
  60202. }
  60203. declare module "babylonjs/Physics/physicsEngineComponent" {
  60204. import { Nullable } from "babylonjs/types";
  60205. import { Observable, Observer } from "babylonjs/Misc/observable";
  60206. import { Vector3 } from "babylonjs/Maths/math.vector";
  60207. import { Mesh } from "babylonjs/Meshes/mesh";
  60208. import { ISceneComponent } from "babylonjs/sceneComponent";
  60209. import { Scene } from "babylonjs/scene";
  60210. import { Node } from "babylonjs/node";
  60211. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60212. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60213. module "babylonjs/scene" {
  60214. interface Scene {
  60215. /** @hidden (Backing field) */
  60216. _physicsEngine: Nullable<IPhysicsEngine>;
  60217. /**
  60218. * Gets the current physics engine
  60219. * @returns a IPhysicsEngine or null if none attached
  60220. */
  60221. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60222. /**
  60223. * Enables physics to the current scene
  60224. * @param gravity defines the scene's gravity for the physics engine
  60225. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60226. * @return a boolean indicating if the physics engine was initialized
  60227. */
  60228. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60229. /**
  60230. * Disables and disposes the physics engine associated with the scene
  60231. */
  60232. disablePhysicsEngine(): void;
  60233. /**
  60234. * Gets a boolean indicating if there is an active physics engine
  60235. * @returns a boolean indicating if there is an active physics engine
  60236. */
  60237. isPhysicsEnabled(): boolean;
  60238. /**
  60239. * Deletes a physics compound impostor
  60240. * @param compound defines the compound to delete
  60241. */
  60242. deleteCompoundImpostor(compound: any): void;
  60243. /**
  60244. * An event triggered when physic simulation is about to be run
  60245. */
  60246. onBeforePhysicsObservable: Observable<Scene>;
  60247. /**
  60248. * An event triggered when physic simulation has been done
  60249. */
  60250. onAfterPhysicsObservable: Observable<Scene>;
  60251. }
  60252. }
  60253. module "babylonjs/Meshes/abstractMesh" {
  60254. interface AbstractMesh {
  60255. /** @hidden */
  60256. _physicsImpostor: Nullable<PhysicsImpostor>;
  60257. /**
  60258. * Gets or sets impostor used for physic simulation
  60259. * @see http://doc.babylonjs.com/features/physics_engine
  60260. */
  60261. physicsImpostor: Nullable<PhysicsImpostor>;
  60262. /**
  60263. * Gets the current physics impostor
  60264. * @see http://doc.babylonjs.com/features/physics_engine
  60265. * @returns a physics impostor or null
  60266. */
  60267. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60268. /** Apply a physic impulse to the mesh
  60269. * @param force defines the force to apply
  60270. * @param contactPoint defines where to apply the force
  60271. * @returns the current mesh
  60272. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60273. */
  60274. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60275. /**
  60276. * Creates a physic joint between two meshes
  60277. * @param otherMesh defines the other mesh to use
  60278. * @param pivot1 defines the pivot to use on this mesh
  60279. * @param pivot2 defines the pivot to use on the other mesh
  60280. * @param options defines additional options (can be plugin dependent)
  60281. * @returns the current mesh
  60282. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60283. */
  60284. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60285. /** @hidden */
  60286. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60287. }
  60288. }
  60289. /**
  60290. * Defines the physics engine scene component responsible to manage a physics engine
  60291. */
  60292. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60293. /**
  60294. * The component name helpful to identify the component in the list of scene components.
  60295. */
  60296. readonly name: string;
  60297. /**
  60298. * The scene the component belongs to.
  60299. */
  60300. scene: Scene;
  60301. /**
  60302. * Creates a new instance of the component for the given scene
  60303. * @param scene Defines the scene to register the component in
  60304. */
  60305. constructor(scene: Scene);
  60306. /**
  60307. * Registers the component in a given scene
  60308. */
  60309. register(): void;
  60310. /**
  60311. * Rebuilds the elements related to this component in case of
  60312. * context lost for instance.
  60313. */
  60314. rebuild(): void;
  60315. /**
  60316. * Disposes the component and the associated ressources
  60317. */
  60318. dispose(): void;
  60319. }
  60320. }
  60321. declare module "babylonjs/Physics/physicsHelper" {
  60322. import { Nullable } from "babylonjs/types";
  60323. import { Vector3 } from "babylonjs/Maths/math.vector";
  60324. import { Mesh } from "babylonjs/Meshes/mesh";
  60325. import { Scene } from "babylonjs/scene";
  60326. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60327. /**
  60328. * A helper for physics simulations
  60329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60330. */
  60331. export class PhysicsHelper {
  60332. private _scene;
  60333. private _physicsEngine;
  60334. /**
  60335. * Initializes the Physics helper
  60336. * @param scene Babylon.js scene
  60337. */
  60338. constructor(scene: Scene);
  60339. /**
  60340. * Applies a radial explosion impulse
  60341. * @param origin the origin of the explosion
  60342. * @param radiusOrEventOptions the radius or the options of radial explosion
  60343. * @param strength the explosion strength
  60344. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60345. * @returns A physics radial explosion event, or null
  60346. */
  60347. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60348. /**
  60349. * Applies a radial explosion force
  60350. * @param origin the origin of the explosion
  60351. * @param radiusOrEventOptions the radius or the options of radial explosion
  60352. * @param strength the explosion strength
  60353. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60354. * @returns A physics radial explosion event, or null
  60355. */
  60356. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60357. /**
  60358. * Creates a gravitational field
  60359. * @param origin the origin of the explosion
  60360. * @param radiusOrEventOptions the radius or the options of radial explosion
  60361. * @param strength the explosion strength
  60362. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60363. * @returns A physics gravitational field event, or null
  60364. */
  60365. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60366. /**
  60367. * Creates a physics updraft event
  60368. * @param origin the origin of the updraft
  60369. * @param radiusOrEventOptions the radius or the options of the updraft
  60370. * @param strength the strength of the updraft
  60371. * @param height the height of the updraft
  60372. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60373. * @returns A physics updraft event, or null
  60374. */
  60375. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60376. /**
  60377. * Creates a physics vortex event
  60378. * @param origin the of the vortex
  60379. * @param radiusOrEventOptions the radius or the options of the vortex
  60380. * @param strength the strength of the vortex
  60381. * @param height the height of the vortex
  60382. * @returns a Physics vortex event, or null
  60383. * A physics vortex event or null
  60384. */
  60385. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60386. }
  60387. /**
  60388. * Represents a physics radial explosion event
  60389. */
  60390. class PhysicsRadialExplosionEvent {
  60391. private _scene;
  60392. private _options;
  60393. private _sphere;
  60394. private _dataFetched;
  60395. /**
  60396. * Initializes a radial explosioin event
  60397. * @param _scene BabylonJS scene
  60398. * @param _options The options for the vortex event
  60399. */
  60400. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60401. /**
  60402. * Returns the data related to the radial explosion event (sphere).
  60403. * @returns The radial explosion event data
  60404. */
  60405. getData(): PhysicsRadialExplosionEventData;
  60406. /**
  60407. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60408. * @param impostor A physics imposter
  60409. * @param origin the origin of the explosion
  60410. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60411. */
  60412. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60413. /**
  60414. * Triggers affecterd impostors callbacks
  60415. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60416. */
  60417. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60418. /**
  60419. * Disposes the sphere.
  60420. * @param force Specifies if the sphere should be disposed by force
  60421. */
  60422. dispose(force?: boolean): void;
  60423. /*** Helpers ***/
  60424. private _prepareSphere;
  60425. private _intersectsWithSphere;
  60426. }
  60427. /**
  60428. * Represents a gravitational field event
  60429. */
  60430. class PhysicsGravitationalFieldEvent {
  60431. private _physicsHelper;
  60432. private _scene;
  60433. private _origin;
  60434. private _options;
  60435. private _tickCallback;
  60436. private _sphere;
  60437. private _dataFetched;
  60438. /**
  60439. * Initializes the physics gravitational field event
  60440. * @param _physicsHelper A physics helper
  60441. * @param _scene BabylonJS scene
  60442. * @param _origin The origin position of the gravitational field event
  60443. * @param _options The options for the vortex event
  60444. */
  60445. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60446. /**
  60447. * Returns the data related to the gravitational field event (sphere).
  60448. * @returns A gravitational field event
  60449. */
  60450. getData(): PhysicsGravitationalFieldEventData;
  60451. /**
  60452. * Enables the gravitational field.
  60453. */
  60454. enable(): void;
  60455. /**
  60456. * Disables the gravitational field.
  60457. */
  60458. disable(): void;
  60459. /**
  60460. * Disposes the sphere.
  60461. * @param force The force to dispose from the gravitational field event
  60462. */
  60463. dispose(force?: boolean): void;
  60464. private _tick;
  60465. }
  60466. /**
  60467. * Represents a physics updraft event
  60468. */
  60469. class PhysicsUpdraftEvent {
  60470. private _scene;
  60471. private _origin;
  60472. private _options;
  60473. private _physicsEngine;
  60474. private _originTop;
  60475. private _originDirection;
  60476. private _tickCallback;
  60477. private _cylinder;
  60478. private _cylinderPosition;
  60479. private _dataFetched;
  60480. /**
  60481. * Initializes the physics updraft event
  60482. * @param _scene BabylonJS scene
  60483. * @param _origin The origin position of the updraft
  60484. * @param _options The options for the updraft event
  60485. */
  60486. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60487. /**
  60488. * Returns the data related to the updraft event (cylinder).
  60489. * @returns A physics updraft event
  60490. */
  60491. getData(): PhysicsUpdraftEventData;
  60492. /**
  60493. * Enables the updraft.
  60494. */
  60495. enable(): void;
  60496. /**
  60497. * Disables the updraft.
  60498. */
  60499. disable(): void;
  60500. /**
  60501. * Disposes the cylinder.
  60502. * @param force Specifies if the updraft should be disposed by force
  60503. */
  60504. dispose(force?: boolean): void;
  60505. private getImpostorHitData;
  60506. private _tick;
  60507. /*** Helpers ***/
  60508. private _prepareCylinder;
  60509. private _intersectsWithCylinder;
  60510. }
  60511. /**
  60512. * Represents a physics vortex event
  60513. */
  60514. class PhysicsVortexEvent {
  60515. private _scene;
  60516. private _origin;
  60517. private _options;
  60518. private _physicsEngine;
  60519. private _originTop;
  60520. private _tickCallback;
  60521. private _cylinder;
  60522. private _cylinderPosition;
  60523. private _dataFetched;
  60524. /**
  60525. * Initializes the physics vortex event
  60526. * @param _scene The BabylonJS scene
  60527. * @param _origin The origin position of the vortex
  60528. * @param _options The options for the vortex event
  60529. */
  60530. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60531. /**
  60532. * Returns the data related to the vortex event (cylinder).
  60533. * @returns The physics vortex event data
  60534. */
  60535. getData(): PhysicsVortexEventData;
  60536. /**
  60537. * Enables the vortex.
  60538. */
  60539. enable(): void;
  60540. /**
  60541. * Disables the cortex.
  60542. */
  60543. disable(): void;
  60544. /**
  60545. * Disposes the sphere.
  60546. * @param force
  60547. */
  60548. dispose(force?: boolean): void;
  60549. private getImpostorHitData;
  60550. private _tick;
  60551. /*** Helpers ***/
  60552. private _prepareCylinder;
  60553. private _intersectsWithCylinder;
  60554. }
  60555. /**
  60556. * Options fot the radial explosion event
  60557. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60558. */
  60559. export class PhysicsRadialExplosionEventOptions {
  60560. /**
  60561. * The radius of the sphere for the radial explosion.
  60562. */
  60563. radius: number;
  60564. /**
  60565. * The strenth of the explosion.
  60566. */
  60567. strength: number;
  60568. /**
  60569. * The strenght of the force in correspondence to the distance of the affected object
  60570. */
  60571. falloff: PhysicsRadialImpulseFalloff;
  60572. /**
  60573. * Sphere options for the radial explosion.
  60574. */
  60575. sphere: {
  60576. segments: number;
  60577. diameter: number;
  60578. };
  60579. /**
  60580. * Sphere options for the radial explosion.
  60581. */
  60582. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60583. }
  60584. /**
  60585. * Options fot the updraft event
  60586. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60587. */
  60588. export class PhysicsUpdraftEventOptions {
  60589. /**
  60590. * The radius of the cylinder for the vortex
  60591. */
  60592. radius: number;
  60593. /**
  60594. * The strenth of the updraft.
  60595. */
  60596. strength: number;
  60597. /**
  60598. * The height of the cylinder for the updraft.
  60599. */
  60600. height: number;
  60601. /**
  60602. * The mode for the the updraft.
  60603. */
  60604. updraftMode: PhysicsUpdraftMode;
  60605. }
  60606. /**
  60607. * Options fot the vortex event
  60608. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60609. */
  60610. export class PhysicsVortexEventOptions {
  60611. /**
  60612. * The radius of the cylinder for the vortex
  60613. */
  60614. radius: number;
  60615. /**
  60616. * The strenth of the vortex.
  60617. */
  60618. strength: number;
  60619. /**
  60620. * The height of the cylinder for the vortex.
  60621. */
  60622. height: number;
  60623. /**
  60624. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60625. */
  60626. centripetalForceThreshold: number;
  60627. /**
  60628. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60629. */
  60630. centripetalForceMultiplier: number;
  60631. /**
  60632. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60633. */
  60634. centrifugalForceMultiplier: number;
  60635. /**
  60636. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60637. */
  60638. updraftForceMultiplier: number;
  60639. }
  60640. /**
  60641. * The strenght of the force in correspondence to the distance of the affected object
  60642. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60643. */
  60644. export enum PhysicsRadialImpulseFalloff {
  60645. /** Defines that impulse is constant in strength across it's whole radius */
  60646. Constant = 0,
  60647. /** Defines that impulse gets weaker if it's further from the origin */
  60648. Linear = 1
  60649. }
  60650. /**
  60651. * The strength of the force in correspondence to the distance of the affected object
  60652. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60653. */
  60654. export enum PhysicsUpdraftMode {
  60655. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60656. Center = 0,
  60657. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60658. Perpendicular = 1
  60659. }
  60660. /**
  60661. * Interface for a physics hit data
  60662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60663. */
  60664. export interface PhysicsHitData {
  60665. /**
  60666. * The force applied at the contact point
  60667. */
  60668. force: Vector3;
  60669. /**
  60670. * The contact point
  60671. */
  60672. contactPoint: Vector3;
  60673. /**
  60674. * The distance from the origin to the contact point
  60675. */
  60676. distanceFromOrigin: number;
  60677. }
  60678. /**
  60679. * Interface for radial explosion event data
  60680. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60681. */
  60682. export interface PhysicsRadialExplosionEventData {
  60683. /**
  60684. * A sphere used for the radial explosion event
  60685. */
  60686. sphere: Mesh;
  60687. }
  60688. /**
  60689. * Interface for gravitational field event data
  60690. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60691. */
  60692. export interface PhysicsGravitationalFieldEventData {
  60693. /**
  60694. * A sphere mesh used for the gravitational field event
  60695. */
  60696. sphere: Mesh;
  60697. }
  60698. /**
  60699. * Interface for updraft event data
  60700. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60701. */
  60702. export interface PhysicsUpdraftEventData {
  60703. /**
  60704. * A cylinder used for the updraft event
  60705. */
  60706. cylinder: Mesh;
  60707. }
  60708. /**
  60709. * Interface for vortex event data
  60710. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60711. */
  60712. export interface PhysicsVortexEventData {
  60713. /**
  60714. * A cylinder used for the vortex event
  60715. */
  60716. cylinder: Mesh;
  60717. }
  60718. /**
  60719. * Interface for an affected physics impostor
  60720. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60721. */
  60722. export interface PhysicsAffectedImpostorWithData {
  60723. /**
  60724. * The impostor affected by the effect
  60725. */
  60726. impostor: PhysicsImpostor;
  60727. /**
  60728. * The data about the hit/horce from the explosion
  60729. */
  60730. hitData: PhysicsHitData;
  60731. }
  60732. }
  60733. declare module "babylonjs/Physics/Plugins/index" {
  60734. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60735. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60736. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60737. }
  60738. declare module "babylonjs/Physics/index" {
  60739. export * from "babylonjs/Physics/IPhysicsEngine";
  60740. export * from "babylonjs/Physics/physicsEngine";
  60741. export * from "babylonjs/Physics/physicsEngineComponent";
  60742. export * from "babylonjs/Physics/physicsHelper";
  60743. export * from "babylonjs/Physics/physicsImpostor";
  60744. export * from "babylonjs/Physics/physicsJoint";
  60745. export * from "babylonjs/Physics/Plugins/index";
  60746. }
  60747. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60748. /** @hidden */
  60749. export var blackAndWhitePixelShader: {
  60750. name: string;
  60751. shader: string;
  60752. };
  60753. }
  60754. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60755. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60756. import { Camera } from "babylonjs/Cameras/camera";
  60757. import { Engine } from "babylonjs/Engines/engine";
  60758. import "babylonjs/Shaders/blackAndWhite.fragment";
  60759. /**
  60760. * Post process used to render in black and white
  60761. */
  60762. export class BlackAndWhitePostProcess extends PostProcess {
  60763. /**
  60764. * Linear about to convert he result to black and white (default: 1)
  60765. */
  60766. degree: number;
  60767. /**
  60768. * Creates a black and white post process
  60769. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60770. * @param name The name of the effect.
  60771. * @param options The required width/height ratio to downsize to before computing the render pass.
  60772. * @param camera The camera to apply the render pass to.
  60773. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60774. * @param engine The engine which the post process will be applied. (default: current engine)
  60775. * @param reusable If the post process can be reused on the same frame. (default: false)
  60776. */
  60777. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60778. }
  60779. }
  60780. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60781. import { Nullable } from "babylonjs/types";
  60782. import { Camera } from "babylonjs/Cameras/camera";
  60783. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60784. import { Engine } from "babylonjs/Engines/engine";
  60785. /**
  60786. * This represents a set of one or more post processes in Babylon.
  60787. * A post process can be used to apply a shader to a texture after it is rendered.
  60788. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60789. */
  60790. export class PostProcessRenderEffect {
  60791. private _postProcesses;
  60792. private _getPostProcesses;
  60793. private _singleInstance;
  60794. private _cameras;
  60795. private _indicesForCamera;
  60796. /**
  60797. * Name of the effect
  60798. * @hidden
  60799. */
  60800. _name: string;
  60801. /**
  60802. * Instantiates a post process render effect.
  60803. * A post process can be used to apply a shader to a texture after it is rendered.
  60804. * @param engine The engine the effect is tied to
  60805. * @param name The name of the effect
  60806. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60807. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60808. */
  60809. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60810. /**
  60811. * Checks if all the post processes in the effect are supported.
  60812. */
  60813. readonly isSupported: boolean;
  60814. /**
  60815. * Updates the current state of the effect
  60816. * @hidden
  60817. */
  60818. _update(): void;
  60819. /**
  60820. * Attaches the effect on cameras
  60821. * @param cameras The camera to attach to.
  60822. * @hidden
  60823. */
  60824. _attachCameras(cameras: Camera): void;
  60825. /**
  60826. * Attaches the effect on cameras
  60827. * @param cameras The camera to attach to.
  60828. * @hidden
  60829. */
  60830. _attachCameras(cameras: Camera[]): void;
  60831. /**
  60832. * Detaches the effect on cameras
  60833. * @param cameras The camera to detatch from.
  60834. * @hidden
  60835. */
  60836. _detachCameras(cameras: Camera): void;
  60837. /**
  60838. * Detatches the effect on cameras
  60839. * @param cameras The camera to detatch from.
  60840. * @hidden
  60841. */
  60842. _detachCameras(cameras: Camera[]): void;
  60843. /**
  60844. * Enables the effect on given cameras
  60845. * @param cameras The camera to enable.
  60846. * @hidden
  60847. */
  60848. _enable(cameras: Camera): void;
  60849. /**
  60850. * Enables the effect on given cameras
  60851. * @param cameras The camera to enable.
  60852. * @hidden
  60853. */
  60854. _enable(cameras: Nullable<Camera[]>): void;
  60855. /**
  60856. * Disables the effect on the given cameras
  60857. * @param cameras The camera to disable.
  60858. * @hidden
  60859. */
  60860. _disable(cameras: Camera): void;
  60861. /**
  60862. * Disables the effect on the given cameras
  60863. * @param cameras The camera to disable.
  60864. * @hidden
  60865. */
  60866. _disable(cameras: Nullable<Camera[]>): void;
  60867. /**
  60868. * Gets a list of the post processes contained in the effect.
  60869. * @param camera The camera to get the post processes on.
  60870. * @returns The list of the post processes in the effect.
  60871. */
  60872. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60873. }
  60874. }
  60875. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60876. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60877. /** @hidden */
  60878. export var extractHighlightsPixelShader: {
  60879. name: string;
  60880. shader: string;
  60881. };
  60882. }
  60883. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60884. import { Nullable } from "babylonjs/types";
  60885. import { Camera } from "babylonjs/Cameras/camera";
  60886. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60887. import { Engine } from "babylonjs/Engines/engine";
  60888. import "babylonjs/Shaders/extractHighlights.fragment";
  60889. /**
  60890. * 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.
  60891. */
  60892. export class ExtractHighlightsPostProcess extends PostProcess {
  60893. /**
  60894. * The luminance threshold, pixels below this value will be set to black.
  60895. */
  60896. threshold: number;
  60897. /** @hidden */
  60898. _exposure: number;
  60899. /**
  60900. * Post process which has the input texture to be used when performing highlight extraction
  60901. * @hidden
  60902. */
  60903. _inputPostProcess: Nullable<PostProcess>;
  60904. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60905. }
  60906. }
  60907. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60908. /** @hidden */
  60909. export var bloomMergePixelShader: {
  60910. name: string;
  60911. shader: string;
  60912. };
  60913. }
  60914. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60915. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60916. import { Nullable } from "babylonjs/types";
  60917. import { Engine } from "babylonjs/Engines/engine";
  60918. import { Camera } from "babylonjs/Cameras/camera";
  60919. import "babylonjs/Shaders/bloomMerge.fragment";
  60920. /**
  60921. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60922. */
  60923. export class BloomMergePostProcess extends PostProcess {
  60924. /** Weight of the bloom to be added to the original input. */
  60925. weight: number;
  60926. /**
  60927. * Creates a new instance of @see BloomMergePostProcess
  60928. * @param name The name of the effect.
  60929. * @param originalFromInput Post process which's input will be used for the merge.
  60930. * @param blurred Blurred highlights post process which's output will be used.
  60931. * @param weight Weight of the bloom to be added to the original input.
  60932. * @param options The required width/height ratio to downsize to before computing the render pass.
  60933. * @param camera The camera to apply the render pass to.
  60934. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60935. * @param engine The engine which the post process will be applied. (default: current engine)
  60936. * @param reusable If the post process can be reused on the same frame. (default: false)
  60937. * @param textureType Type of textures used when performing the post process. (default: 0)
  60938. * @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)
  60939. */
  60940. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60941. /** Weight of the bloom to be added to the original input. */
  60942. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60943. }
  60944. }
  60945. declare module "babylonjs/PostProcesses/bloomEffect" {
  60946. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60947. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60948. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60949. import { Camera } from "babylonjs/Cameras/camera";
  60950. import { Scene } from "babylonjs/scene";
  60951. /**
  60952. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60953. */
  60954. export class BloomEffect extends PostProcessRenderEffect {
  60955. private bloomScale;
  60956. /**
  60957. * @hidden Internal
  60958. */
  60959. _effects: Array<PostProcess>;
  60960. /**
  60961. * @hidden Internal
  60962. */
  60963. _downscale: ExtractHighlightsPostProcess;
  60964. private _blurX;
  60965. private _blurY;
  60966. private _merge;
  60967. /**
  60968. * The luminance threshold to find bright areas of the image to bloom.
  60969. */
  60970. threshold: number;
  60971. /**
  60972. * The strength of the bloom.
  60973. */
  60974. weight: number;
  60975. /**
  60976. * Specifies the size of the bloom blur kernel, relative to the final output size
  60977. */
  60978. kernel: number;
  60979. /**
  60980. * Creates a new instance of @see BloomEffect
  60981. * @param scene The scene the effect belongs to.
  60982. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60983. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60984. * @param bloomWeight The the strength of bloom.
  60985. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60986. * @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)
  60987. */
  60988. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60989. /**
  60990. * Disposes each of the internal effects for a given camera.
  60991. * @param camera The camera to dispose the effect on.
  60992. */
  60993. disposeEffects(camera: Camera): void;
  60994. /**
  60995. * @hidden Internal
  60996. */
  60997. _updateEffects(): void;
  60998. /**
  60999. * Internal
  61000. * @returns if all the contained post processes are ready.
  61001. * @hidden
  61002. */
  61003. _isReady(): boolean;
  61004. }
  61005. }
  61006. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  61007. /** @hidden */
  61008. export var chromaticAberrationPixelShader: {
  61009. name: string;
  61010. shader: string;
  61011. };
  61012. }
  61013. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  61014. import { Vector2 } from "babylonjs/Maths/math.vector";
  61015. import { Nullable } from "babylonjs/types";
  61016. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61017. import { Camera } from "babylonjs/Cameras/camera";
  61018. import { Engine } from "babylonjs/Engines/engine";
  61019. import "babylonjs/Shaders/chromaticAberration.fragment";
  61020. /**
  61021. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  61022. */
  61023. export class ChromaticAberrationPostProcess extends PostProcess {
  61024. /**
  61025. * The amount of seperation of rgb channels (default: 30)
  61026. */
  61027. aberrationAmount: number;
  61028. /**
  61029. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  61030. */
  61031. radialIntensity: number;
  61032. /**
  61033. * 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))
  61034. */
  61035. direction: Vector2;
  61036. /**
  61037. * 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))
  61038. */
  61039. centerPosition: Vector2;
  61040. /**
  61041. * Creates a new instance ChromaticAberrationPostProcess
  61042. * @param name The name of the effect.
  61043. * @param screenWidth The width of the screen to apply the effect on.
  61044. * @param screenHeight The height of the screen to apply the effect on.
  61045. * @param options The required width/height ratio to downsize to before computing the render pass.
  61046. * @param camera The camera to apply the render pass to.
  61047. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61048. * @param engine The engine which the post process will be applied. (default: current engine)
  61049. * @param reusable If the post process can be reused on the same frame. (default: false)
  61050. * @param textureType Type of textures used when performing the post process. (default: 0)
  61051. * @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)
  61052. */
  61053. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61054. }
  61055. }
  61056. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  61057. /** @hidden */
  61058. export var circleOfConfusionPixelShader: {
  61059. name: string;
  61060. shader: string;
  61061. };
  61062. }
  61063. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  61064. import { Nullable } from "babylonjs/types";
  61065. import { Engine } from "babylonjs/Engines/engine";
  61066. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61067. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61068. import { Camera } from "babylonjs/Cameras/camera";
  61069. import "babylonjs/Shaders/circleOfConfusion.fragment";
  61070. /**
  61071. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  61072. */
  61073. export class CircleOfConfusionPostProcess extends PostProcess {
  61074. /**
  61075. * 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.
  61076. */
  61077. lensSize: number;
  61078. /**
  61079. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61080. */
  61081. fStop: number;
  61082. /**
  61083. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61084. */
  61085. focusDistance: number;
  61086. /**
  61087. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  61088. */
  61089. focalLength: number;
  61090. private _depthTexture;
  61091. /**
  61092. * Creates a new instance CircleOfConfusionPostProcess
  61093. * @param name The name of the effect.
  61094. * @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.
  61095. * @param options The required width/height ratio to downsize to before computing the render pass.
  61096. * @param camera The camera to apply the render pass to.
  61097. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61098. * @param engine The engine which the post process will be applied. (default: current engine)
  61099. * @param reusable If the post process can be reused on the same frame. (default: false)
  61100. * @param textureType Type of textures used when performing the post process. (default: 0)
  61101. * @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)
  61102. */
  61103. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61104. /**
  61105. * 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.
  61106. */
  61107. depthTexture: RenderTargetTexture;
  61108. }
  61109. }
  61110. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  61111. /** @hidden */
  61112. export var colorCorrectionPixelShader: {
  61113. name: string;
  61114. shader: string;
  61115. };
  61116. }
  61117. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  61118. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61119. import { Engine } from "babylonjs/Engines/engine";
  61120. import { Camera } from "babylonjs/Cameras/camera";
  61121. import "babylonjs/Shaders/colorCorrection.fragment";
  61122. /**
  61123. *
  61124. * This post-process allows the modification of rendered colors by using
  61125. * a 'look-up table' (LUT). This effect is also called Color Grading.
  61126. *
  61127. * The object needs to be provided an url to a texture containing the color
  61128. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  61129. * Use an image editing software to tweak the LUT to match your needs.
  61130. *
  61131. * For an example of a color LUT, see here:
  61132. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  61133. * For explanations on color grading, see here:
  61134. * @see http://udn.epicgames.com/Three/ColorGrading.html
  61135. *
  61136. */
  61137. export class ColorCorrectionPostProcess extends PostProcess {
  61138. private _colorTableTexture;
  61139. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61140. }
  61141. }
  61142. declare module "babylonjs/Shaders/convolution.fragment" {
  61143. /** @hidden */
  61144. export var convolutionPixelShader: {
  61145. name: string;
  61146. shader: string;
  61147. };
  61148. }
  61149. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  61150. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61151. import { Nullable } from "babylonjs/types";
  61152. import { Camera } from "babylonjs/Cameras/camera";
  61153. import { Engine } from "babylonjs/Engines/engine";
  61154. import "babylonjs/Shaders/convolution.fragment";
  61155. /**
  61156. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  61157. * input texture to perform effects such as edge detection or sharpening
  61158. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61159. */
  61160. export class ConvolutionPostProcess extends PostProcess {
  61161. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61162. kernel: number[];
  61163. /**
  61164. * Creates a new instance ConvolutionPostProcess
  61165. * @param name The name of the effect.
  61166. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  61167. * @param options The required width/height ratio to downsize to before computing the render pass.
  61168. * @param camera The camera to apply the render pass to.
  61169. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61170. * @param engine The engine which the post process will be applied. (default: current engine)
  61171. * @param reusable If the post process can be reused on the same frame. (default: false)
  61172. * @param textureType Type of textures used when performing the post process. (default: 0)
  61173. */
  61174. constructor(name: string,
  61175. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61176. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61177. /**
  61178. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61179. */
  61180. static EdgeDetect0Kernel: number[];
  61181. /**
  61182. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61183. */
  61184. static EdgeDetect1Kernel: number[];
  61185. /**
  61186. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61187. */
  61188. static EdgeDetect2Kernel: number[];
  61189. /**
  61190. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61191. */
  61192. static SharpenKernel: number[];
  61193. /**
  61194. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61195. */
  61196. static EmbossKernel: number[];
  61197. /**
  61198. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61199. */
  61200. static GaussianKernel: number[];
  61201. }
  61202. }
  61203. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61204. import { Nullable } from "babylonjs/types";
  61205. import { Vector2 } from "babylonjs/Maths/math.vector";
  61206. import { Camera } from "babylonjs/Cameras/camera";
  61207. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61208. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61209. import { Engine } from "babylonjs/Engines/engine";
  61210. import { Scene } from "babylonjs/scene";
  61211. /**
  61212. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61213. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61214. * based on samples that have a large difference in distance than the center pixel.
  61215. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61216. */
  61217. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61218. direction: Vector2;
  61219. /**
  61220. * Creates a new instance CircleOfConfusionPostProcess
  61221. * @param name The name of the effect.
  61222. * @param scene The scene the effect belongs to.
  61223. * @param direction The direction the blur should be applied.
  61224. * @param kernel The size of the kernel used to blur.
  61225. * @param options The required width/height ratio to downsize to before computing the render pass.
  61226. * @param camera The camera to apply the render pass to.
  61227. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61228. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61229. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61230. * @param engine The engine which the post process will be applied. (default: current engine)
  61231. * @param reusable If the post process can be reused on the same frame. (default: false)
  61232. * @param textureType Type of textures used when performing the post process. (default: 0)
  61233. * @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)
  61234. */
  61235. 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);
  61236. }
  61237. }
  61238. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61239. /** @hidden */
  61240. export var depthOfFieldMergePixelShader: {
  61241. name: string;
  61242. shader: string;
  61243. };
  61244. }
  61245. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61246. import { Nullable } from "babylonjs/types";
  61247. import { Camera } from "babylonjs/Cameras/camera";
  61248. import { Effect } from "babylonjs/Materials/effect";
  61249. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61250. import { Engine } from "babylonjs/Engines/engine";
  61251. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61252. /**
  61253. * Options to be set when merging outputs from the default pipeline.
  61254. */
  61255. export class DepthOfFieldMergePostProcessOptions {
  61256. /**
  61257. * The original image to merge on top of
  61258. */
  61259. originalFromInput: PostProcess;
  61260. /**
  61261. * Parameters to perform the merge of the depth of field effect
  61262. */
  61263. depthOfField?: {
  61264. circleOfConfusion: PostProcess;
  61265. blurSteps: Array<PostProcess>;
  61266. };
  61267. /**
  61268. * Parameters to perform the merge of bloom effect
  61269. */
  61270. bloom?: {
  61271. blurred: PostProcess;
  61272. weight: number;
  61273. };
  61274. }
  61275. /**
  61276. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61277. */
  61278. export class DepthOfFieldMergePostProcess extends PostProcess {
  61279. private blurSteps;
  61280. /**
  61281. * Creates a new instance of DepthOfFieldMergePostProcess
  61282. * @param name The name of the effect.
  61283. * @param originalFromInput Post process which's input will be used for the merge.
  61284. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61285. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61286. * @param options The required width/height ratio to downsize to before computing the render pass.
  61287. * @param camera The camera to apply the render pass to.
  61288. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61289. * @param engine The engine which the post process will be applied. (default: current engine)
  61290. * @param reusable If the post process can be reused on the same frame. (default: false)
  61291. * @param textureType Type of textures used when performing the post process. (default: 0)
  61292. * @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)
  61293. */
  61294. 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);
  61295. /**
  61296. * Updates the effect with the current post process compile time values and recompiles the shader.
  61297. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61298. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61299. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61300. * @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
  61301. * @param onCompiled Called when the shader has been compiled.
  61302. * @param onError Called if there is an error when compiling a shader.
  61303. */
  61304. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61305. }
  61306. }
  61307. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61308. import { Nullable } from "babylonjs/types";
  61309. import { Camera } from "babylonjs/Cameras/camera";
  61310. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61311. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61312. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61313. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61314. import { Scene } from "babylonjs/scene";
  61315. /**
  61316. * Specifies the level of max blur that should be applied when using the depth of field effect
  61317. */
  61318. export enum DepthOfFieldEffectBlurLevel {
  61319. /**
  61320. * Subtle blur
  61321. */
  61322. Low = 0,
  61323. /**
  61324. * Medium blur
  61325. */
  61326. Medium = 1,
  61327. /**
  61328. * Large blur
  61329. */
  61330. High = 2
  61331. }
  61332. /**
  61333. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61334. */
  61335. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61336. private _circleOfConfusion;
  61337. /**
  61338. * @hidden Internal, blurs from high to low
  61339. */
  61340. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61341. private _depthOfFieldBlurY;
  61342. private _dofMerge;
  61343. /**
  61344. * @hidden Internal post processes in depth of field effect
  61345. */
  61346. _effects: Array<PostProcess>;
  61347. /**
  61348. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61349. */
  61350. focalLength: number;
  61351. /**
  61352. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61353. */
  61354. fStop: number;
  61355. /**
  61356. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61357. */
  61358. focusDistance: number;
  61359. /**
  61360. * 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.
  61361. */
  61362. lensSize: number;
  61363. /**
  61364. * Creates a new instance DepthOfFieldEffect
  61365. * @param scene The scene the effect belongs to.
  61366. * @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.
  61367. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61368. * @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)
  61369. */
  61370. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61371. /**
  61372. * Get the current class name of the current effet
  61373. * @returns "DepthOfFieldEffect"
  61374. */
  61375. getClassName(): string;
  61376. /**
  61377. * 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.
  61378. */
  61379. depthTexture: RenderTargetTexture;
  61380. /**
  61381. * Disposes each of the internal effects for a given camera.
  61382. * @param camera The camera to dispose the effect on.
  61383. */
  61384. disposeEffects(camera: Camera): void;
  61385. /**
  61386. * @hidden Internal
  61387. */
  61388. _updateEffects(): void;
  61389. /**
  61390. * Internal
  61391. * @returns if all the contained post processes are ready.
  61392. * @hidden
  61393. */
  61394. _isReady(): boolean;
  61395. }
  61396. }
  61397. declare module "babylonjs/Shaders/displayPass.fragment" {
  61398. /** @hidden */
  61399. export var displayPassPixelShader: {
  61400. name: string;
  61401. shader: string;
  61402. };
  61403. }
  61404. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61405. import { Nullable } from "babylonjs/types";
  61406. import { Camera } from "babylonjs/Cameras/camera";
  61407. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61408. import { Engine } from "babylonjs/Engines/engine";
  61409. import "babylonjs/Shaders/displayPass.fragment";
  61410. /**
  61411. * DisplayPassPostProcess which produces an output the same as it's input
  61412. */
  61413. export class DisplayPassPostProcess extends PostProcess {
  61414. /**
  61415. * Creates the DisplayPassPostProcess
  61416. * @param name The name of the effect.
  61417. * @param options The required width/height ratio to downsize to before computing the render pass.
  61418. * @param camera The camera to apply the render pass to.
  61419. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61420. * @param engine The engine which the post process will be applied. (default: current engine)
  61421. * @param reusable If the post process can be reused on the same frame. (default: false)
  61422. */
  61423. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61424. }
  61425. }
  61426. declare module "babylonjs/Shaders/filter.fragment" {
  61427. /** @hidden */
  61428. export var filterPixelShader: {
  61429. name: string;
  61430. shader: string;
  61431. };
  61432. }
  61433. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61434. import { Nullable } from "babylonjs/types";
  61435. import { Matrix } from "babylonjs/Maths/math.vector";
  61436. import { Camera } from "babylonjs/Cameras/camera";
  61437. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61438. import { Engine } from "babylonjs/Engines/engine";
  61439. import "babylonjs/Shaders/filter.fragment";
  61440. /**
  61441. * Applies a kernel filter to the image
  61442. */
  61443. export class FilterPostProcess extends PostProcess {
  61444. /** The matrix to be applied to the image */
  61445. kernelMatrix: Matrix;
  61446. /**
  61447. *
  61448. * @param name The name of the effect.
  61449. * @param kernelMatrix The matrix to be applied to the image
  61450. * @param options The required width/height ratio to downsize to before computing the render pass.
  61451. * @param camera The camera to apply the render pass to.
  61452. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61453. * @param engine The engine which the post process will be applied. (default: current engine)
  61454. * @param reusable If the post process can be reused on the same frame. (default: false)
  61455. */
  61456. constructor(name: string,
  61457. /** The matrix to be applied to the image */
  61458. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61459. }
  61460. }
  61461. declare module "babylonjs/Shaders/fxaa.fragment" {
  61462. /** @hidden */
  61463. export var fxaaPixelShader: {
  61464. name: string;
  61465. shader: string;
  61466. };
  61467. }
  61468. declare module "babylonjs/Shaders/fxaa.vertex" {
  61469. /** @hidden */
  61470. export var fxaaVertexShader: {
  61471. name: string;
  61472. shader: string;
  61473. };
  61474. }
  61475. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61476. import { Nullable } from "babylonjs/types";
  61477. import { Camera } from "babylonjs/Cameras/camera";
  61478. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61479. import { Engine } from "babylonjs/Engines/engine";
  61480. import "babylonjs/Shaders/fxaa.fragment";
  61481. import "babylonjs/Shaders/fxaa.vertex";
  61482. /**
  61483. * Fxaa post process
  61484. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61485. */
  61486. export class FxaaPostProcess extends PostProcess {
  61487. /** @hidden */
  61488. texelWidth: number;
  61489. /** @hidden */
  61490. texelHeight: number;
  61491. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61492. private _getDefines;
  61493. }
  61494. }
  61495. declare module "babylonjs/Shaders/grain.fragment" {
  61496. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61497. /** @hidden */
  61498. export var grainPixelShader: {
  61499. name: string;
  61500. shader: string;
  61501. };
  61502. }
  61503. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61504. import { Nullable } from "babylonjs/types";
  61505. import { Camera } from "babylonjs/Cameras/camera";
  61506. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61507. import { Engine } from "babylonjs/Engines/engine";
  61508. import "babylonjs/Shaders/grain.fragment";
  61509. /**
  61510. * The GrainPostProcess adds noise to the image at mid luminance levels
  61511. */
  61512. export class GrainPostProcess extends PostProcess {
  61513. /**
  61514. * The intensity of the grain added (default: 30)
  61515. */
  61516. intensity: number;
  61517. /**
  61518. * If the grain should be randomized on every frame
  61519. */
  61520. animated: boolean;
  61521. /**
  61522. * Creates a new instance of @see GrainPostProcess
  61523. * @param name The name of the effect.
  61524. * @param options The required width/height ratio to downsize to before computing the render pass.
  61525. * @param camera The camera to apply the render pass to.
  61526. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61527. * @param engine The engine which the post process will be applied. (default: current engine)
  61528. * @param reusable If the post process can be reused on the same frame. (default: false)
  61529. * @param textureType Type of textures used when performing the post process. (default: 0)
  61530. * @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)
  61531. */
  61532. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61533. }
  61534. }
  61535. declare module "babylonjs/Shaders/highlights.fragment" {
  61536. /** @hidden */
  61537. export var highlightsPixelShader: {
  61538. name: string;
  61539. shader: string;
  61540. };
  61541. }
  61542. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61543. import { Nullable } from "babylonjs/types";
  61544. import { Camera } from "babylonjs/Cameras/camera";
  61545. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61546. import { Engine } from "babylonjs/Engines/engine";
  61547. import "babylonjs/Shaders/highlights.fragment";
  61548. /**
  61549. * Extracts highlights from the image
  61550. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61551. */
  61552. export class HighlightsPostProcess extends PostProcess {
  61553. /**
  61554. * Extracts highlights from the image
  61555. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61556. * @param name The name of the effect.
  61557. * @param options The required width/height ratio to downsize to before computing the render pass.
  61558. * @param camera The camera to apply the render pass to.
  61559. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61560. * @param engine The engine which the post process will be applied. (default: current engine)
  61561. * @param reusable If the post process can be reused on the same frame. (default: false)
  61562. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61563. */
  61564. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61565. }
  61566. }
  61567. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61568. /** @hidden */
  61569. export var mrtFragmentDeclaration: {
  61570. name: string;
  61571. shader: string;
  61572. };
  61573. }
  61574. declare module "babylonjs/Shaders/geometry.fragment" {
  61575. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61576. /** @hidden */
  61577. export var geometryPixelShader: {
  61578. name: string;
  61579. shader: string;
  61580. };
  61581. }
  61582. declare module "babylonjs/Shaders/geometry.vertex" {
  61583. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61584. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61585. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61586. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61587. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61588. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61589. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61590. /** @hidden */
  61591. export var geometryVertexShader: {
  61592. name: string;
  61593. shader: string;
  61594. };
  61595. }
  61596. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61597. import { Matrix } from "babylonjs/Maths/math.vector";
  61598. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61599. import { Mesh } from "babylonjs/Meshes/mesh";
  61600. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61601. import { Effect } from "babylonjs/Materials/effect";
  61602. import { Scene } from "babylonjs/scene";
  61603. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61604. import "babylonjs/Shaders/geometry.fragment";
  61605. import "babylonjs/Shaders/geometry.vertex";
  61606. /** @hidden */
  61607. interface ISavedTransformationMatrix {
  61608. world: Matrix;
  61609. viewProjection: Matrix;
  61610. }
  61611. /**
  61612. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61613. */
  61614. export class GeometryBufferRenderer {
  61615. /**
  61616. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61617. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61618. */
  61619. static readonly POSITION_TEXTURE_TYPE: number;
  61620. /**
  61621. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61622. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61623. */
  61624. static readonly VELOCITY_TEXTURE_TYPE: number;
  61625. /**
  61626. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61627. * in order to compute objects velocities when enableVelocity is set to "true"
  61628. * @hidden
  61629. */
  61630. _previousTransformationMatrices: {
  61631. [index: number]: ISavedTransformationMatrix;
  61632. };
  61633. /**
  61634. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61635. * in order to compute objects velocities when enableVelocity is set to "true"
  61636. * @hidden
  61637. */
  61638. _previousBonesTransformationMatrices: {
  61639. [index: number]: Float32Array;
  61640. };
  61641. /**
  61642. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61643. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61644. */
  61645. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61646. private _scene;
  61647. private _multiRenderTarget;
  61648. private _ratio;
  61649. private _enablePosition;
  61650. private _enableVelocity;
  61651. private _positionIndex;
  61652. private _velocityIndex;
  61653. protected _effect: Effect;
  61654. protected _cachedDefines: string;
  61655. /**
  61656. * Set the render list (meshes to be rendered) used in the G buffer.
  61657. */
  61658. renderList: Mesh[];
  61659. /**
  61660. * Gets wether or not G buffer are supported by the running hardware.
  61661. * This requires draw buffer supports
  61662. */
  61663. readonly isSupported: boolean;
  61664. /**
  61665. * Returns the index of the given texture type in the G-Buffer textures array
  61666. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61667. * @returns the index of the given texture type in the G-Buffer textures array
  61668. */
  61669. getTextureIndex(textureType: number): number;
  61670. /**
  61671. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61672. */
  61673. /**
  61674. * Sets whether or not objects positions are enabled for the G buffer.
  61675. */
  61676. enablePosition: boolean;
  61677. /**
  61678. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61679. */
  61680. /**
  61681. * Sets wether or not objects velocities are enabled for the G buffer.
  61682. */
  61683. enableVelocity: boolean;
  61684. /**
  61685. * Gets the scene associated with the buffer.
  61686. */
  61687. readonly scene: Scene;
  61688. /**
  61689. * Gets the ratio used by the buffer during its creation.
  61690. * How big is the buffer related to the main canvas.
  61691. */
  61692. readonly ratio: number;
  61693. /** @hidden */
  61694. static _SceneComponentInitialization: (scene: Scene) => void;
  61695. /**
  61696. * Creates a new G Buffer for the scene
  61697. * @param scene The scene the buffer belongs to
  61698. * @param ratio How big is the buffer related to the main canvas.
  61699. */
  61700. constructor(scene: Scene, ratio?: number);
  61701. /**
  61702. * Checks wether everything is ready to render a submesh to the G buffer.
  61703. * @param subMesh the submesh to check readiness for
  61704. * @param useInstances is the mesh drawn using instance or not
  61705. * @returns true if ready otherwise false
  61706. */
  61707. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61708. /**
  61709. * Gets the current underlying G Buffer.
  61710. * @returns the buffer
  61711. */
  61712. getGBuffer(): MultiRenderTarget;
  61713. /**
  61714. * Gets the number of samples used to render the buffer (anti aliasing).
  61715. */
  61716. /**
  61717. * Sets the number of samples used to render the buffer (anti aliasing).
  61718. */
  61719. samples: number;
  61720. /**
  61721. * Disposes the renderer and frees up associated resources.
  61722. */
  61723. dispose(): void;
  61724. protected _createRenderTargets(): void;
  61725. private _copyBonesTransformationMatrices;
  61726. }
  61727. }
  61728. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61729. import { Nullable } from "babylonjs/types";
  61730. import { Scene } from "babylonjs/scene";
  61731. import { ISceneComponent } from "babylonjs/sceneComponent";
  61732. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61733. module "babylonjs/scene" {
  61734. interface Scene {
  61735. /** @hidden (Backing field) */
  61736. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61737. /**
  61738. * Gets or Sets the current geometry buffer associated to the scene.
  61739. */
  61740. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61741. /**
  61742. * Enables a GeometryBufferRender and associates it with the scene
  61743. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61744. * @returns the GeometryBufferRenderer
  61745. */
  61746. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61747. /**
  61748. * Disables the GeometryBufferRender associated with the scene
  61749. */
  61750. disableGeometryBufferRenderer(): void;
  61751. }
  61752. }
  61753. /**
  61754. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61755. * in several rendering techniques.
  61756. */
  61757. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61758. /**
  61759. * The component name helpful to identify the component in the list of scene components.
  61760. */
  61761. readonly name: string;
  61762. /**
  61763. * The scene the component belongs to.
  61764. */
  61765. scene: Scene;
  61766. /**
  61767. * Creates a new instance of the component for the given scene
  61768. * @param scene Defines the scene to register the component in
  61769. */
  61770. constructor(scene: Scene);
  61771. /**
  61772. * Registers the component in a given scene
  61773. */
  61774. register(): void;
  61775. /**
  61776. * Rebuilds the elements related to this component in case of
  61777. * context lost for instance.
  61778. */
  61779. rebuild(): void;
  61780. /**
  61781. * Disposes the component and the associated ressources
  61782. */
  61783. dispose(): void;
  61784. private _gatherRenderTargets;
  61785. }
  61786. }
  61787. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61788. /** @hidden */
  61789. export var motionBlurPixelShader: {
  61790. name: string;
  61791. shader: string;
  61792. };
  61793. }
  61794. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61795. import { Nullable } from "babylonjs/types";
  61796. import { Camera } from "babylonjs/Cameras/camera";
  61797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61798. import { Scene } from "babylonjs/scene";
  61799. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61800. import "babylonjs/Animations/animatable";
  61801. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61802. import "babylonjs/Shaders/motionBlur.fragment";
  61803. import { Engine } from "babylonjs/Engines/engine";
  61804. /**
  61805. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61806. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61807. * As an example, all you have to do is to create the post-process:
  61808. * var mb = new BABYLON.MotionBlurPostProcess(
  61809. * 'mb', // The name of the effect.
  61810. * scene, // The scene containing the objects to blur according to their velocity.
  61811. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61812. * camera // The camera to apply the render pass to.
  61813. * );
  61814. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61815. */
  61816. export class MotionBlurPostProcess extends PostProcess {
  61817. /**
  61818. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61819. */
  61820. motionStrength: number;
  61821. /**
  61822. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61823. */
  61824. /**
  61825. * Sets the number of iterations to be used for motion blur quality
  61826. */
  61827. motionBlurSamples: number;
  61828. private _motionBlurSamples;
  61829. private _geometryBufferRenderer;
  61830. /**
  61831. * Creates a new instance MotionBlurPostProcess
  61832. * @param name The name of the effect.
  61833. * @param scene The scene containing the objects to blur according to their velocity.
  61834. * @param options The required width/height ratio to downsize to before computing the render pass.
  61835. * @param camera The camera to apply the render pass to.
  61836. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61837. * @param engine The engine which the post process will be applied. (default: current engine)
  61838. * @param reusable If the post process can be reused on the same frame. (default: false)
  61839. * @param textureType Type of textures used when performing the post process. (default: 0)
  61840. * @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)
  61841. */
  61842. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61843. /**
  61844. * Excludes the given skinned mesh from computing bones velocities.
  61845. * 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.
  61846. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61847. */
  61848. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61849. /**
  61850. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61851. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61852. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61853. */
  61854. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61855. /**
  61856. * Disposes the post process.
  61857. * @param camera The camera to dispose the post process on.
  61858. */
  61859. dispose(camera?: Camera): void;
  61860. }
  61861. }
  61862. declare module "babylonjs/Shaders/refraction.fragment" {
  61863. /** @hidden */
  61864. export var refractionPixelShader: {
  61865. name: string;
  61866. shader: string;
  61867. };
  61868. }
  61869. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61870. import { Color3 } from "babylonjs/Maths/math.color";
  61871. import { Camera } from "babylonjs/Cameras/camera";
  61872. import { Texture } from "babylonjs/Materials/Textures/texture";
  61873. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61874. import { Engine } from "babylonjs/Engines/engine";
  61875. import "babylonjs/Shaders/refraction.fragment";
  61876. /**
  61877. * Post process which applies a refractin texture
  61878. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61879. */
  61880. export class RefractionPostProcess extends PostProcess {
  61881. /** the base color of the refraction (used to taint the rendering) */
  61882. color: Color3;
  61883. /** simulated refraction depth */
  61884. depth: number;
  61885. /** the coefficient of the base color (0 to remove base color tainting) */
  61886. colorLevel: number;
  61887. private _refTexture;
  61888. private _ownRefractionTexture;
  61889. /**
  61890. * Gets or sets the refraction texture
  61891. * Please note that you are responsible for disposing the texture if you set it manually
  61892. */
  61893. refractionTexture: Texture;
  61894. /**
  61895. * Initializes the RefractionPostProcess
  61896. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61897. * @param name The name of the effect.
  61898. * @param refractionTextureUrl Url of the refraction texture to use
  61899. * @param color the base color of the refraction (used to taint the rendering)
  61900. * @param depth simulated refraction depth
  61901. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61902. * @param camera The camera to apply the render pass to.
  61903. * @param options The required width/height ratio to downsize to before computing the render pass.
  61904. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61905. * @param engine The engine which the post process will be applied. (default: current engine)
  61906. * @param reusable If the post process can be reused on the same frame. (default: false)
  61907. */
  61908. constructor(name: string, refractionTextureUrl: string,
  61909. /** the base color of the refraction (used to taint the rendering) */
  61910. color: Color3,
  61911. /** simulated refraction depth */
  61912. depth: number,
  61913. /** the coefficient of the base color (0 to remove base color tainting) */
  61914. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61915. /**
  61916. * Disposes of the post process
  61917. * @param camera Camera to dispose post process on
  61918. */
  61919. dispose(camera: Camera): void;
  61920. }
  61921. }
  61922. declare module "babylonjs/Shaders/sharpen.fragment" {
  61923. /** @hidden */
  61924. export var sharpenPixelShader: {
  61925. name: string;
  61926. shader: string;
  61927. };
  61928. }
  61929. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61930. import { Nullable } from "babylonjs/types";
  61931. import { Camera } from "babylonjs/Cameras/camera";
  61932. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61933. import "babylonjs/Shaders/sharpen.fragment";
  61934. import { Engine } from "babylonjs/Engines/engine";
  61935. /**
  61936. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61937. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61938. */
  61939. export class SharpenPostProcess extends PostProcess {
  61940. /**
  61941. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61942. */
  61943. colorAmount: number;
  61944. /**
  61945. * How much sharpness should be applied (default: 0.3)
  61946. */
  61947. edgeAmount: number;
  61948. /**
  61949. * Creates a new instance ConvolutionPostProcess
  61950. * @param name The name of the effect.
  61951. * @param options The required width/height ratio to downsize to before computing the render pass.
  61952. * @param camera The camera to apply the render pass to.
  61953. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61954. * @param engine The engine which the post process will be applied. (default: current engine)
  61955. * @param reusable If the post process can be reused on the same frame. (default: false)
  61956. * @param textureType Type of textures used when performing the post process. (default: 0)
  61957. * @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)
  61958. */
  61959. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61960. }
  61961. }
  61962. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61963. import { Nullable } from "babylonjs/types";
  61964. import { Camera } from "babylonjs/Cameras/camera";
  61965. import { Engine } from "babylonjs/Engines/engine";
  61966. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61967. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61968. /**
  61969. * PostProcessRenderPipeline
  61970. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61971. */
  61972. export class PostProcessRenderPipeline {
  61973. private engine;
  61974. private _renderEffects;
  61975. private _renderEffectsForIsolatedPass;
  61976. /**
  61977. * List of inspectable custom properties (used by the Inspector)
  61978. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61979. */
  61980. inspectableCustomProperties: IInspectable[];
  61981. /**
  61982. * @hidden
  61983. */
  61984. protected _cameras: Camera[];
  61985. /** @hidden */
  61986. _name: string;
  61987. /**
  61988. * Gets pipeline name
  61989. */
  61990. readonly name: string;
  61991. /**
  61992. * Initializes a PostProcessRenderPipeline
  61993. * @param engine engine to add the pipeline to
  61994. * @param name name of the pipeline
  61995. */
  61996. constructor(engine: Engine, name: string);
  61997. /**
  61998. * Gets the class name
  61999. * @returns "PostProcessRenderPipeline"
  62000. */
  62001. getClassName(): string;
  62002. /**
  62003. * If all the render effects in the pipeline are supported
  62004. */
  62005. readonly isSupported: boolean;
  62006. /**
  62007. * Adds an effect to the pipeline
  62008. * @param renderEffect the effect to add
  62009. */
  62010. addEffect(renderEffect: PostProcessRenderEffect): void;
  62011. /** @hidden */
  62012. _rebuild(): void;
  62013. /** @hidden */
  62014. _enableEffect(renderEffectName: string, cameras: Camera): void;
  62015. /** @hidden */
  62016. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  62017. /** @hidden */
  62018. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62019. /** @hidden */
  62020. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62021. /** @hidden */
  62022. _attachCameras(cameras: Camera, unique: boolean): void;
  62023. /** @hidden */
  62024. _attachCameras(cameras: Camera[], unique: boolean): void;
  62025. /** @hidden */
  62026. _detachCameras(cameras: Camera): void;
  62027. /** @hidden */
  62028. _detachCameras(cameras: Nullable<Camera[]>): void;
  62029. /** @hidden */
  62030. _update(): void;
  62031. /** @hidden */
  62032. _reset(): void;
  62033. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  62034. /**
  62035. * Disposes of the pipeline
  62036. */
  62037. dispose(): void;
  62038. }
  62039. }
  62040. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  62041. import { Camera } from "babylonjs/Cameras/camera";
  62042. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62043. /**
  62044. * PostProcessRenderPipelineManager class
  62045. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62046. */
  62047. export class PostProcessRenderPipelineManager {
  62048. private _renderPipelines;
  62049. /**
  62050. * Initializes a PostProcessRenderPipelineManager
  62051. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62052. */
  62053. constructor();
  62054. /**
  62055. * Gets the list of supported render pipelines
  62056. */
  62057. readonly supportedPipelines: PostProcessRenderPipeline[];
  62058. /**
  62059. * Adds a pipeline to the manager
  62060. * @param renderPipeline The pipeline to add
  62061. */
  62062. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  62063. /**
  62064. * Attaches a camera to the pipeline
  62065. * @param renderPipelineName The name of the pipeline to attach to
  62066. * @param cameras the camera to attach
  62067. * @param unique if the camera can be attached multiple times to the pipeline
  62068. */
  62069. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  62070. /**
  62071. * Detaches a camera from the pipeline
  62072. * @param renderPipelineName The name of the pipeline to detach from
  62073. * @param cameras the camera to detach
  62074. */
  62075. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  62076. /**
  62077. * Enables an effect by name on a pipeline
  62078. * @param renderPipelineName the name of the pipeline to enable the effect in
  62079. * @param renderEffectName the name of the effect to enable
  62080. * @param cameras the cameras that the effect should be enabled on
  62081. */
  62082. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62083. /**
  62084. * Disables an effect by name on a pipeline
  62085. * @param renderPipelineName the name of the pipeline to disable the effect in
  62086. * @param renderEffectName the name of the effect to disable
  62087. * @param cameras the cameras that the effect should be disabled on
  62088. */
  62089. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62090. /**
  62091. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  62092. */
  62093. update(): void;
  62094. /** @hidden */
  62095. _rebuild(): void;
  62096. /**
  62097. * Disposes of the manager and pipelines
  62098. */
  62099. dispose(): void;
  62100. }
  62101. }
  62102. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  62103. import { ISceneComponent } from "babylonjs/sceneComponent";
  62104. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62105. import { Scene } from "babylonjs/scene";
  62106. module "babylonjs/scene" {
  62107. interface Scene {
  62108. /** @hidden (Backing field) */
  62109. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62110. /**
  62111. * Gets the postprocess render pipeline manager
  62112. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62113. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62114. */
  62115. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62116. }
  62117. }
  62118. /**
  62119. * Defines the Render Pipeline scene component responsible to rendering pipelines
  62120. */
  62121. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  62122. /**
  62123. * The component name helpfull to identify the component in the list of scene components.
  62124. */
  62125. readonly name: string;
  62126. /**
  62127. * The scene the component belongs to.
  62128. */
  62129. scene: Scene;
  62130. /**
  62131. * Creates a new instance of the component for the given scene
  62132. * @param scene Defines the scene to register the component in
  62133. */
  62134. constructor(scene: Scene);
  62135. /**
  62136. * Registers the component in a given scene
  62137. */
  62138. register(): void;
  62139. /**
  62140. * Rebuilds the elements related to this component in case of
  62141. * context lost for instance.
  62142. */
  62143. rebuild(): void;
  62144. /**
  62145. * Disposes the component and the associated ressources
  62146. */
  62147. dispose(): void;
  62148. private _gatherRenderTargets;
  62149. }
  62150. }
  62151. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  62152. import { Nullable } from "babylonjs/types";
  62153. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62154. import { Camera } from "babylonjs/Cameras/camera";
  62155. import { IDisposable } from "babylonjs/scene";
  62156. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  62157. import { Scene } from "babylonjs/scene";
  62158. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  62159. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62160. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62161. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  62162. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62163. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62164. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  62165. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62166. import { Animation } from "babylonjs/Animations/animation";
  62167. /**
  62168. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  62169. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62170. */
  62171. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62172. private _scene;
  62173. private _camerasToBeAttached;
  62174. /**
  62175. * ID of the sharpen post process,
  62176. */
  62177. private readonly SharpenPostProcessId;
  62178. /**
  62179. * @ignore
  62180. * ID of the image processing post process;
  62181. */
  62182. readonly ImageProcessingPostProcessId: string;
  62183. /**
  62184. * @ignore
  62185. * ID of the Fast Approximate Anti-Aliasing post process;
  62186. */
  62187. readonly FxaaPostProcessId: string;
  62188. /**
  62189. * ID of the chromatic aberration post process,
  62190. */
  62191. private readonly ChromaticAberrationPostProcessId;
  62192. /**
  62193. * ID of the grain post process
  62194. */
  62195. private readonly GrainPostProcessId;
  62196. /**
  62197. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62198. */
  62199. sharpen: SharpenPostProcess;
  62200. private _sharpenEffect;
  62201. private bloom;
  62202. /**
  62203. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62204. */
  62205. depthOfField: DepthOfFieldEffect;
  62206. /**
  62207. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62208. */
  62209. fxaa: FxaaPostProcess;
  62210. /**
  62211. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62212. */
  62213. imageProcessing: ImageProcessingPostProcess;
  62214. /**
  62215. * Chromatic aberration post process which will shift rgb colors in the image
  62216. */
  62217. chromaticAberration: ChromaticAberrationPostProcess;
  62218. private _chromaticAberrationEffect;
  62219. /**
  62220. * Grain post process which add noise to the image
  62221. */
  62222. grain: GrainPostProcess;
  62223. private _grainEffect;
  62224. /**
  62225. * Glow post process which adds a glow to emissive areas of the image
  62226. */
  62227. private _glowLayer;
  62228. /**
  62229. * Animations which can be used to tweak settings over a period of time
  62230. */
  62231. animations: Animation[];
  62232. private _imageProcessingConfigurationObserver;
  62233. private _sharpenEnabled;
  62234. private _bloomEnabled;
  62235. private _depthOfFieldEnabled;
  62236. private _depthOfFieldBlurLevel;
  62237. private _fxaaEnabled;
  62238. private _imageProcessingEnabled;
  62239. private _defaultPipelineTextureType;
  62240. private _bloomScale;
  62241. private _chromaticAberrationEnabled;
  62242. private _grainEnabled;
  62243. private _buildAllowed;
  62244. /**
  62245. * Gets active scene
  62246. */
  62247. readonly scene: Scene;
  62248. /**
  62249. * Enable or disable the sharpen process from the pipeline
  62250. */
  62251. sharpenEnabled: boolean;
  62252. private _resizeObserver;
  62253. private _hardwareScaleLevel;
  62254. private _bloomKernel;
  62255. /**
  62256. * Specifies the size of the bloom blur kernel, relative to the final output size
  62257. */
  62258. bloomKernel: number;
  62259. /**
  62260. * Specifies the weight of the bloom in the final rendering
  62261. */
  62262. private _bloomWeight;
  62263. /**
  62264. * Specifies the luma threshold for the area that will be blurred by the bloom
  62265. */
  62266. private _bloomThreshold;
  62267. private _hdr;
  62268. /**
  62269. * The strength of the bloom.
  62270. */
  62271. bloomWeight: number;
  62272. /**
  62273. * The strength of the bloom.
  62274. */
  62275. bloomThreshold: number;
  62276. /**
  62277. * The scale of the bloom, lower value will provide better performance.
  62278. */
  62279. bloomScale: number;
  62280. /**
  62281. * Enable or disable the bloom from the pipeline
  62282. */
  62283. bloomEnabled: boolean;
  62284. private _rebuildBloom;
  62285. /**
  62286. * If the depth of field is enabled.
  62287. */
  62288. depthOfFieldEnabled: boolean;
  62289. /**
  62290. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62291. */
  62292. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62293. /**
  62294. * If the anti aliasing is enabled.
  62295. */
  62296. fxaaEnabled: boolean;
  62297. private _samples;
  62298. /**
  62299. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62300. */
  62301. samples: number;
  62302. /**
  62303. * If image processing is enabled.
  62304. */
  62305. imageProcessingEnabled: boolean;
  62306. /**
  62307. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62308. */
  62309. glowLayerEnabled: boolean;
  62310. /**
  62311. * Gets the glow layer (or null if not defined)
  62312. */
  62313. readonly glowLayer: Nullable<GlowLayer>;
  62314. /**
  62315. * Enable or disable the chromaticAberration process from the pipeline
  62316. */
  62317. chromaticAberrationEnabled: boolean;
  62318. /**
  62319. * Enable or disable the grain process from the pipeline
  62320. */
  62321. grainEnabled: boolean;
  62322. /**
  62323. * @constructor
  62324. * @param name - The rendering pipeline name (default: "")
  62325. * @param hdr - If high dynamic range textures should be used (default: true)
  62326. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62327. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62328. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62329. */
  62330. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62331. /**
  62332. * Get the class name
  62333. * @returns "DefaultRenderingPipeline"
  62334. */
  62335. getClassName(): string;
  62336. /**
  62337. * Force the compilation of the entire pipeline.
  62338. */
  62339. prepare(): void;
  62340. private _hasCleared;
  62341. private _prevPostProcess;
  62342. private _prevPrevPostProcess;
  62343. private _setAutoClearAndTextureSharing;
  62344. private _depthOfFieldSceneObserver;
  62345. private _buildPipeline;
  62346. private _disposePostProcesses;
  62347. /**
  62348. * Adds a camera to the pipeline
  62349. * @param camera the camera to be added
  62350. */
  62351. addCamera(camera: Camera): void;
  62352. /**
  62353. * Removes a camera from the pipeline
  62354. * @param camera the camera to remove
  62355. */
  62356. removeCamera(camera: Camera): void;
  62357. /**
  62358. * Dispose of the pipeline and stop all post processes
  62359. */
  62360. dispose(): void;
  62361. /**
  62362. * Serialize the rendering pipeline (Used when exporting)
  62363. * @returns the serialized object
  62364. */
  62365. serialize(): any;
  62366. /**
  62367. * Parse the serialized pipeline
  62368. * @param source Source pipeline.
  62369. * @param scene The scene to load the pipeline to.
  62370. * @param rootUrl The URL of the serialized pipeline.
  62371. * @returns An instantiated pipeline from the serialized object.
  62372. */
  62373. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62374. }
  62375. }
  62376. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62377. /** @hidden */
  62378. export var lensHighlightsPixelShader: {
  62379. name: string;
  62380. shader: string;
  62381. };
  62382. }
  62383. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62384. /** @hidden */
  62385. export var depthOfFieldPixelShader: {
  62386. name: string;
  62387. shader: string;
  62388. };
  62389. }
  62390. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62391. import { Camera } from "babylonjs/Cameras/camera";
  62392. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62393. import { Scene } from "babylonjs/scene";
  62394. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62395. import "babylonjs/Shaders/chromaticAberration.fragment";
  62396. import "babylonjs/Shaders/lensHighlights.fragment";
  62397. import "babylonjs/Shaders/depthOfField.fragment";
  62398. /**
  62399. * BABYLON.JS Chromatic Aberration GLSL Shader
  62400. * Author: Olivier Guyot
  62401. * Separates very slightly R, G and B colors on the edges of the screen
  62402. * Inspired by Francois Tarlier & Martins Upitis
  62403. */
  62404. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62405. /**
  62406. * @ignore
  62407. * The chromatic aberration PostProcess id in the pipeline
  62408. */
  62409. LensChromaticAberrationEffect: string;
  62410. /**
  62411. * @ignore
  62412. * The highlights enhancing PostProcess id in the pipeline
  62413. */
  62414. HighlightsEnhancingEffect: string;
  62415. /**
  62416. * @ignore
  62417. * The depth-of-field PostProcess id in the pipeline
  62418. */
  62419. LensDepthOfFieldEffect: string;
  62420. private _scene;
  62421. private _depthTexture;
  62422. private _grainTexture;
  62423. private _chromaticAberrationPostProcess;
  62424. private _highlightsPostProcess;
  62425. private _depthOfFieldPostProcess;
  62426. private _edgeBlur;
  62427. private _grainAmount;
  62428. private _chromaticAberration;
  62429. private _distortion;
  62430. private _highlightsGain;
  62431. private _highlightsThreshold;
  62432. private _dofDistance;
  62433. private _dofAperture;
  62434. private _dofDarken;
  62435. private _dofPentagon;
  62436. private _blurNoise;
  62437. /**
  62438. * @constructor
  62439. *
  62440. * Effect parameters are as follow:
  62441. * {
  62442. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62443. * edge_blur: number; // from 0 to x (1 for realism)
  62444. * distortion: number; // from 0 to x (1 for realism)
  62445. * grain_amount: number; // from 0 to 1
  62446. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62447. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62448. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62449. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62450. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62451. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62452. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62453. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62454. * }
  62455. * Note: if an effect parameter is unset, effect is disabled
  62456. *
  62457. * @param name The rendering pipeline name
  62458. * @param parameters - An object containing all parameters (see above)
  62459. * @param scene The scene linked to this pipeline
  62460. * @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)
  62461. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62462. */
  62463. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62464. /**
  62465. * Get the class name
  62466. * @returns "LensRenderingPipeline"
  62467. */
  62468. getClassName(): string;
  62469. /**
  62470. * Gets associated scene
  62471. */
  62472. readonly scene: Scene;
  62473. /**
  62474. * Gets or sets the edge blur
  62475. */
  62476. edgeBlur: number;
  62477. /**
  62478. * Gets or sets the grain amount
  62479. */
  62480. grainAmount: number;
  62481. /**
  62482. * Gets or sets the chromatic aberration amount
  62483. */
  62484. chromaticAberration: number;
  62485. /**
  62486. * Gets or sets the depth of field aperture
  62487. */
  62488. dofAperture: number;
  62489. /**
  62490. * Gets or sets the edge distortion
  62491. */
  62492. edgeDistortion: number;
  62493. /**
  62494. * Gets or sets the depth of field distortion
  62495. */
  62496. dofDistortion: number;
  62497. /**
  62498. * Gets or sets the darken out of focus amount
  62499. */
  62500. darkenOutOfFocus: number;
  62501. /**
  62502. * Gets or sets a boolean indicating if blur noise is enabled
  62503. */
  62504. blurNoise: boolean;
  62505. /**
  62506. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62507. */
  62508. pentagonBokeh: boolean;
  62509. /**
  62510. * Gets or sets the highlight grain amount
  62511. */
  62512. highlightsGain: number;
  62513. /**
  62514. * Gets or sets the highlight threshold
  62515. */
  62516. highlightsThreshold: number;
  62517. /**
  62518. * Sets the amount of blur at the edges
  62519. * @param amount blur amount
  62520. */
  62521. setEdgeBlur(amount: number): void;
  62522. /**
  62523. * Sets edge blur to 0
  62524. */
  62525. disableEdgeBlur(): void;
  62526. /**
  62527. * Sets the amout of grain
  62528. * @param amount Amount of grain
  62529. */
  62530. setGrainAmount(amount: number): void;
  62531. /**
  62532. * Set grain amount to 0
  62533. */
  62534. disableGrain(): void;
  62535. /**
  62536. * Sets the chromatic aberration amount
  62537. * @param amount amount of chromatic aberration
  62538. */
  62539. setChromaticAberration(amount: number): void;
  62540. /**
  62541. * Sets chromatic aberration amount to 0
  62542. */
  62543. disableChromaticAberration(): void;
  62544. /**
  62545. * Sets the EdgeDistortion amount
  62546. * @param amount amount of EdgeDistortion
  62547. */
  62548. setEdgeDistortion(amount: number): void;
  62549. /**
  62550. * Sets edge distortion to 0
  62551. */
  62552. disableEdgeDistortion(): void;
  62553. /**
  62554. * Sets the FocusDistance amount
  62555. * @param amount amount of FocusDistance
  62556. */
  62557. setFocusDistance(amount: number): void;
  62558. /**
  62559. * Disables depth of field
  62560. */
  62561. disableDepthOfField(): void;
  62562. /**
  62563. * Sets the Aperture amount
  62564. * @param amount amount of Aperture
  62565. */
  62566. setAperture(amount: number): void;
  62567. /**
  62568. * Sets the DarkenOutOfFocus amount
  62569. * @param amount amount of DarkenOutOfFocus
  62570. */
  62571. setDarkenOutOfFocus(amount: number): void;
  62572. private _pentagonBokehIsEnabled;
  62573. /**
  62574. * Creates a pentagon bokeh effect
  62575. */
  62576. enablePentagonBokeh(): void;
  62577. /**
  62578. * Disables the pentagon bokeh effect
  62579. */
  62580. disablePentagonBokeh(): void;
  62581. /**
  62582. * Enables noise blur
  62583. */
  62584. enableNoiseBlur(): void;
  62585. /**
  62586. * Disables noise blur
  62587. */
  62588. disableNoiseBlur(): void;
  62589. /**
  62590. * Sets the HighlightsGain amount
  62591. * @param amount amount of HighlightsGain
  62592. */
  62593. setHighlightsGain(amount: number): void;
  62594. /**
  62595. * Sets the HighlightsThreshold amount
  62596. * @param amount amount of HighlightsThreshold
  62597. */
  62598. setHighlightsThreshold(amount: number): void;
  62599. /**
  62600. * Disables highlights
  62601. */
  62602. disableHighlights(): void;
  62603. /**
  62604. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62605. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62606. */
  62607. dispose(disableDepthRender?: boolean): void;
  62608. private _createChromaticAberrationPostProcess;
  62609. private _createHighlightsPostProcess;
  62610. private _createDepthOfFieldPostProcess;
  62611. private _createGrainTexture;
  62612. }
  62613. }
  62614. declare module "babylonjs/Shaders/ssao2.fragment" {
  62615. /** @hidden */
  62616. export var ssao2PixelShader: {
  62617. name: string;
  62618. shader: string;
  62619. };
  62620. }
  62621. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62622. /** @hidden */
  62623. export var ssaoCombinePixelShader: {
  62624. name: string;
  62625. shader: string;
  62626. };
  62627. }
  62628. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62629. import { Camera } from "babylonjs/Cameras/camera";
  62630. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62631. import { Scene } from "babylonjs/scene";
  62632. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62633. import "babylonjs/Shaders/ssao2.fragment";
  62634. import "babylonjs/Shaders/ssaoCombine.fragment";
  62635. /**
  62636. * Render pipeline to produce ssao effect
  62637. */
  62638. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62639. /**
  62640. * @ignore
  62641. * The PassPostProcess id in the pipeline that contains the original scene color
  62642. */
  62643. SSAOOriginalSceneColorEffect: string;
  62644. /**
  62645. * @ignore
  62646. * The SSAO PostProcess id in the pipeline
  62647. */
  62648. SSAORenderEffect: string;
  62649. /**
  62650. * @ignore
  62651. * The horizontal blur PostProcess id in the pipeline
  62652. */
  62653. SSAOBlurHRenderEffect: string;
  62654. /**
  62655. * @ignore
  62656. * The vertical blur PostProcess id in the pipeline
  62657. */
  62658. SSAOBlurVRenderEffect: string;
  62659. /**
  62660. * @ignore
  62661. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62662. */
  62663. SSAOCombineRenderEffect: string;
  62664. /**
  62665. * The output strength of the SSAO post-process. Default value is 1.0.
  62666. */
  62667. totalStrength: number;
  62668. /**
  62669. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62670. */
  62671. maxZ: number;
  62672. /**
  62673. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62674. */
  62675. minZAspect: number;
  62676. private _samples;
  62677. /**
  62678. * Number of samples used for the SSAO calculations. Default value is 8
  62679. */
  62680. samples: number;
  62681. private _textureSamples;
  62682. /**
  62683. * Number of samples to use for antialiasing
  62684. */
  62685. textureSamples: number;
  62686. /**
  62687. * Ratio object used for SSAO ratio and blur ratio
  62688. */
  62689. private _ratio;
  62690. /**
  62691. * Dynamically generated sphere sampler.
  62692. */
  62693. private _sampleSphere;
  62694. /**
  62695. * Blur filter offsets
  62696. */
  62697. private _samplerOffsets;
  62698. private _expensiveBlur;
  62699. /**
  62700. * If bilateral blur should be used
  62701. */
  62702. expensiveBlur: boolean;
  62703. /**
  62704. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62705. */
  62706. radius: number;
  62707. /**
  62708. * The base color of the SSAO post-process
  62709. * The final result is "base + ssao" between [0, 1]
  62710. */
  62711. base: number;
  62712. /**
  62713. * Support test.
  62714. */
  62715. static readonly IsSupported: boolean;
  62716. private _scene;
  62717. private _depthTexture;
  62718. private _normalTexture;
  62719. private _randomTexture;
  62720. private _originalColorPostProcess;
  62721. private _ssaoPostProcess;
  62722. private _blurHPostProcess;
  62723. private _blurVPostProcess;
  62724. private _ssaoCombinePostProcess;
  62725. private _firstUpdate;
  62726. /**
  62727. * Gets active scene
  62728. */
  62729. readonly scene: Scene;
  62730. /**
  62731. * @constructor
  62732. * @param name The rendering pipeline name
  62733. * @param scene The scene linked to this pipeline
  62734. * @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 }
  62735. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62736. */
  62737. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62738. /**
  62739. * Get the class name
  62740. * @returns "SSAO2RenderingPipeline"
  62741. */
  62742. getClassName(): string;
  62743. /**
  62744. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62745. */
  62746. dispose(disableGeometryBufferRenderer?: boolean): void;
  62747. private _createBlurPostProcess;
  62748. /** @hidden */
  62749. _rebuild(): void;
  62750. private _bits;
  62751. private _radicalInverse_VdC;
  62752. private _hammersley;
  62753. private _hemisphereSample_uniform;
  62754. private _generateHemisphere;
  62755. private _createSSAOPostProcess;
  62756. private _createSSAOCombinePostProcess;
  62757. private _createRandomTexture;
  62758. /**
  62759. * Serialize the rendering pipeline (Used when exporting)
  62760. * @returns the serialized object
  62761. */
  62762. serialize(): any;
  62763. /**
  62764. * Parse the serialized pipeline
  62765. * @param source Source pipeline.
  62766. * @param scene The scene to load the pipeline to.
  62767. * @param rootUrl The URL of the serialized pipeline.
  62768. * @returns An instantiated pipeline from the serialized object.
  62769. */
  62770. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62771. }
  62772. }
  62773. declare module "babylonjs/Shaders/ssao.fragment" {
  62774. /** @hidden */
  62775. export var ssaoPixelShader: {
  62776. name: string;
  62777. shader: string;
  62778. };
  62779. }
  62780. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62781. import { Camera } from "babylonjs/Cameras/camera";
  62782. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62783. import { Scene } from "babylonjs/scene";
  62784. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62785. import "babylonjs/Shaders/ssao.fragment";
  62786. import "babylonjs/Shaders/ssaoCombine.fragment";
  62787. /**
  62788. * Render pipeline to produce ssao effect
  62789. */
  62790. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62791. /**
  62792. * @ignore
  62793. * The PassPostProcess id in the pipeline that contains the original scene color
  62794. */
  62795. SSAOOriginalSceneColorEffect: string;
  62796. /**
  62797. * @ignore
  62798. * The SSAO PostProcess id in the pipeline
  62799. */
  62800. SSAORenderEffect: string;
  62801. /**
  62802. * @ignore
  62803. * The horizontal blur PostProcess id in the pipeline
  62804. */
  62805. SSAOBlurHRenderEffect: string;
  62806. /**
  62807. * @ignore
  62808. * The vertical blur PostProcess id in the pipeline
  62809. */
  62810. SSAOBlurVRenderEffect: string;
  62811. /**
  62812. * @ignore
  62813. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62814. */
  62815. SSAOCombineRenderEffect: string;
  62816. /**
  62817. * The output strength of the SSAO post-process. Default value is 1.0.
  62818. */
  62819. totalStrength: number;
  62820. /**
  62821. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62822. */
  62823. radius: number;
  62824. /**
  62825. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62826. * Must not be equal to fallOff and superior to fallOff.
  62827. * Default value is 0.0075
  62828. */
  62829. area: number;
  62830. /**
  62831. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62832. * Must not be equal to area and inferior to area.
  62833. * Default value is 0.000001
  62834. */
  62835. fallOff: number;
  62836. /**
  62837. * The base color of the SSAO post-process
  62838. * The final result is "base + ssao" between [0, 1]
  62839. */
  62840. base: number;
  62841. private _scene;
  62842. private _depthTexture;
  62843. private _randomTexture;
  62844. private _originalColorPostProcess;
  62845. private _ssaoPostProcess;
  62846. private _blurHPostProcess;
  62847. private _blurVPostProcess;
  62848. private _ssaoCombinePostProcess;
  62849. private _firstUpdate;
  62850. /**
  62851. * Gets active scene
  62852. */
  62853. readonly scene: Scene;
  62854. /**
  62855. * @constructor
  62856. * @param name - The rendering pipeline name
  62857. * @param scene - The scene linked to this pipeline
  62858. * @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 }
  62859. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62860. */
  62861. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62862. /**
  62863. * Get the class name
  62864. * @returns "SSAORenderingPipeline"
  62865. */
  62866. getClassName(): string;
  62867. /**
  62868. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62869. */
  62870. dispose(disableDepthRender?: boolean): void;
  62871. private _createBlurPostProcess;
  62872. /** @hidden */
  62873. _rebuild(): void;
  62874. private _createSSAOPostProcess;
  62875. private _createSSAOCombinePostProcess;
  62876. private _createRandomTexture;
  62877. }
  62878. }
  62879. declare module "babylonjs/Shaders/standard.fragment" {
  62880. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62881. /** @hidden */
  62882. export var standardPixelShader: {
  62883. name: string;
  62884. shader: string;
  62885. };
  62886. }
  62887. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62888. import { Nullable } from "babylonjs/types";
  62889. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62890. import { Camera } from "babylonjs/Cameras/camera";
  62891. import { Texture } from "babylonjs/Materials/Textures/texture";
  62892. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62893. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62894. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62895. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62896. import { IDisposable } from "babylonjs/scene";
  62897. import { SpotLight } from "babylonjs/Lights/spotLight";
  62898. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62899. import { Scene } from "babylonjs/scene";
  62900. import { Animation } from "babylonjs/Animations/animation";
  62901. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62902. import "babylonjs/Shaders/standard.fragment";
  62903. /**
  62904. * Standard rendering pipeline
  62905. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62906. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62907. */
  62908. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62909. /**
  62910. * Public members
  62911. */
  62912. /**
  62913. * Post-process which contains the original scene color before the pipeline applies all the effects
  62914. */
  62915. originalPostProcess: Nullable<PostProcess>;
  62916. /**
  62917. * Post-process used to down scale an image x4
  62918. */
  62919. downSampleX4PostProcess: Nullable<PostProcess>;
  62920. /**
  62921. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62922. */
  62923. brightPassPostProcess: Nullable<PostProcess>;
  62924. /**
  62925. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62926. */
  62927. blurHPostProcesses: PostProcess[];
  62928. /**
  62929. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62930. */
  62931. blurVPostProcesses: PostProcess[];
  62932. /**
  62933. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62934. */
  62935. textureAdderPostProcess: Nullable<PostProcess>;
  62936. /**
  62937. * Post-process used to create volumetric lighting effect
  62938. */
  62939. volumetricLightPostProcess: Nullable<PostProcess>;
  62940. /**
  62941. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62942. */
  62943. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62944. /**
  62945. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62946. */
  62947. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62948. /**
  62949. * Post-process used to merge the volumetric light effect and the real scene color
  62950. */
  62951. volumetricLightMergePostProces: Nullable<PostProcess>;
  62952. /**
  62953. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62954. */
  62955. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62956. /**
  62957. * Base post-process used to calculate the average luminance of the final image for HDR
  62958. */
  62959. luminancePostProcess: Nullable<PostProcess>;
  62960. /**
  62961. * Post-processes used to create down sample post-processes in order to get
  62962. * the average luminance of the final image for HDR
  62963. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62964. */
  62965. luminanceDownSamplePostProcesses: PostProcess[];
  62966. /**
  62967. * Post-process used to create a HDR effect (light adaptation)
  62968. */
  62969. hdrPostProcess: Nullable<PostProcess>;
  62970. /**
  62971. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62972. */
  62973. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62974. /**
  62975. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62976. */
  62977. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62978. /**
  62979. * Post-process used to merge the final HDR post-process and the real scene color
  62980. */
  62981. hdrFinalPostProcess: Nullable<PostProcess>;
  62982. /**
  62983. * Post-process used to create a lens flare effect
  62984. */
  62985. lensFlarePostProcess: Nullable<PostProcess>;
  62986. /**
  62987. * Post-process that merges the result of the lens flare post-process and the real scene color
  62988. */
  62989. lensFlareComposePostProcess: Nullable<PostProcess>;
  62990. /**
  62991. * Post-process used to create a motion blur effect
  62992. */
  62993. motionBlurPostProcess: Nullable<PostProcess>;
  62994. /**
  62995. * Post-process used to create a depth of field effect
  62996. */
  62997. depthOfFieldPostProcess: Nullable<PostProcess>;
  62998. /**
  62999. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  63000. */
  63001. fxaaPostProcess: Nullable<FxaaPostProcess>;
  63002. /**
  63003. * Represents the brightness threshold in order to configure the illuminated surfaces
  63004. */
  63005. brightThreshold: number;
  63006. /**
  63007. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  63008. */
  63009. blurWidth: number;
  63010. /**
  63011. * Sets if the blur for highlighted surfaces must be only horizontal
  63012. */
  63013. horizontalBlur: boolean;
  63014. /**
  63015. * Gets the overall exposure used by the pipeline
  63016. */
  63017. /**
  63018. * Sets the overall exposure used by the pipeline
  63019. */
  63020. exposure: number;
  63021. /**
  63022. * Texture used typically to simulate "dirty" on camera lens
  63023. */
  63024. lensTexture: Nullable<Texture>;
  63025. /**
  63026. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  63027. */
  63028. volumetricLightCoefficient: number;
  63029. /**
  63030. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  63031. */
  63032. volumetricLightPower: number;
  63033. /**
  63034. * Used the set the blur intensity to smooth the volumetric lights
  63035. */
  63036. volumetricLightBlurScale: number;
  63037. /**
  63038. * Light (spot or directional) used to generate the volumetric lights rays
  63039. * The source light must have a shadow generate so the pipeline can get its
  63040. * depth map
  63041. */
  63042. sourceLight: Nullable<SpotLight | DirectionalLight>;
  63043. /**
  63044. * For eye adaptation, represents the minimum luminance the eye can see
  63045. */
  63046. hdrMinimumLuminance: number;
  63047. /**
  63048. * For eye adaptation, represents the decrease luminance speed
  63049. */
  63050. hdrDecreaseRate: number;
  63051. /**
  63052. * For eye adaptation, represents the increase luminance speed
  63053. */
  63054. hdrIncreaseRate: number;
  63055. /**
  63056. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63057. */
  63058. /**
  63059. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63060. */
  63061. hdrAutoExposure: boolean;
  63062. /**
  63063. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  63064. */
  63065. lensColorTexture: Nullable<Texture>;
  63066. /**
  63067. * The overall strengh for the lens flare effect
  63068. */
  63069. lensFlareStrength: number;
  63070. /**
  63071. * Dispersion coefficient for lens flare ghosts
  63072. */
  63073. lensFlareGhostDispersal: number;
  63074. /**
  63075. * Main lens flare halo width
  63076. */
  63077. lensFlareHaloWidth: number;
  63078. /**
  63079. * Based on the lens distortion effect, defines how much the lens flare result
  63080. * is distorted
  63081. */
  63082. lensFlareDistortionStrength: number;
  63083. /**
  63084. * Configures the blur intensity used for for lens flare (halo)
  63085. */
  63086. lensFlareBlurWidth: number;
  63087. /**
  63088. * Lens star texture must be used to simulate rays on the flares and is available
  63089. * in the documentation
  63090. */
  63091. lensStarTexture: Nullable<Texture>;
  63092. /**
  63093. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  63094. * flare effect by taking account of the dirt texture
  63095. */
  63096. lensFlareDirtTexture: Nullable<Texture>;
  63097. /**
  63098. * Represents the focal length for the depth of field effect
  63099. */
  63100. depthOfFieldDistance: number;
  63101. /**
  63102. * Represents the blur intensity for the blurred part of the depth of field effect
  63103. */
  63104. depthOfFieldBlurWidth: number;
  63105. /**
  63106. * Gets how much the image is blurred by the movement while using the motion blur post-process
  63107. */
  63108. /**
  63109. * Sets how much the image is blurred by the movement while using the motion blur post-process
  63110. */
  63111. motionStrength: number;
  63112. /**
  63113. * Gets wether or not the motion blur post-process is object based or screen based.
  63114. */
  63115. /**
  63116. * Sets wether or not the motion blur post-process should be object based or screen based
  63117. */
  63118. objectBasedMotionBlur: boolean;
  63119. /**
  63120. * List of animations for the pipeline (IAnimatable implementation)
  63121. */
  63122. animations: Animation[];
  63123. /**
  63124. * Private members
  63125. */
  63126. private _scene;
  63127. private _currentDepthOfFieldSource;
  63128. private _basePostProcess;
  63129. private _fixedExposure;
  63130. private _currentExposure;
  63131. private _hdrAutoExposure;
  63132. private _hdrCurrentLuminance;
  63133. private _motionStrength;
  63134. private _isObjectBasedMotionBlur;
  63135. private _floatTextureType;
  63136. private _camerasToBeAttached;
  63137. private _ratio;
  63138. private _bloomEnabled;
  63139. private _depthOfFieldEnabled;
  63140. private _vlsEnabled;
  63141. private _lensFlareEnabled;
  63142. private _hdrEnabled;
  63143. private _motionBlurEnabled;
  63144. private _fxaaEnabled;
  63145. private _motionBlurSamples;
  63146. private _volumetricLightStepsCount;
  63147. private _samples;
  63148. /**
  63149. * @ignore
  63150. * Specifies if the bloom pipeline is enabled
  63151. */
  63152. BloomEnabled: boolean;
  63153. /**
  63154. * @ignore
  63155. * Specifies if the depth of field pipeline is enabed
  63156. */
  63157. DepthOfFieldEnabled: boolean;
  63158. /**
  63159. * @ignore
  63160. * Specifies if the lens flare pipeline is enabed
  63161. */
  63162. LensFlareEnabled: boolean;
  63163. /**
  63164. * @ignore
  63165. * Specifies if the HDR pipeline is enabled
  63166. */
  63167. HDREnabled: boolean;
  63168. /**
  63169. * @ignore
  63170. * Specifies if the volumetric lights scattering effect is enabled
  63171. */
  63172. VLSEnabled: boolean;
  63173. /**
  63174. * @ignore
  63175. * Specifies if the motion blur effect is enabled
  63176. */
  63177. MotionBlurEnabled: boolean;
  63178. /**
  63179. * Specifies if anti-aliasing is enabled
  63180. */
  63181. fxaaEnabled: boolean;
  63182. /**
  63183. * Specifies the number of steps used to calculate the volumetric lights
  63184. * Typically in interval [50, 200]
  63185. */
  63186. volumetricLightStepsCount: number;
  63187. /**
  63188. * Specifies the number of samples used for the motion blur effect
  63189. * Typically in interval [16, 64]
  63190. */
  63191. motionBlurSamples: number;
  63192. /**
  63193. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63194. */
  63195. samples: number;
  63196. /**
  63197. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63198. * @constructor
  63199. * @param name The rendering pipeline name
  63200. * @param scene The scene linked to this pipeline
  63201. * @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)
  63202. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63203. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63204. */
  63205. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63206. private _buildPipeline;
  63207. private _createDownSampleX4PostProcess;
  63208. private _createBrightPassPostProcess;
  63209. private _createBlurPostProcesses;
  63210. private _createTextureAdderPostProcess;
  63211. private _createVolumetricLightPostProcess;
  63212. private _createLuminancePostProcesses;
  63213. private _createHdrPostProcess;
  63214. private _createLensFlarePostProcess;
  63215. private _createDepthOfFieldPostProcess;
  63216. private _createMotionBlurPostProcess;
  63217. private _getDepthTexture;
  63218. private _disposePostProcesses;
  63219. /**
  63220. * Dispose of the pipeline and stop all post processes
  63221. */
  63222. dispose(): void;
  63223. /**
  63224. * Serialize the rendering pipeline (Used when exporting)
  63225. * @returns the serialized object
  63226. */
  63227. serialize(): any;
  63228. /**
  63229. * Parse the serialized pipeline
  63230. * @param source Source pipeline.
  63231. * @param scene The scene to load the pipeline to.
  63232. * @param rootUrl The URL of the serialized pipeline.
  63233. * @returns An instantiated pipeline from the serialized object.
  63234. */
  63235. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63236. /**
  63237. * Luminance steps
  63238. */
  63239. static LuminanceSteps: number;
  63240. }
  63241. }
  63242. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63243. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63244. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63245. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63246. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63247. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63248. }
  63249. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63250. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63251. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63252. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63253. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63254. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63255. }
  63256. declare module "babylonjs/Shaders/tonemap.fragment" {
  63257. /** @hidden */
  63258. export var tonemapPixelShader: {
  63259. name: string;
  63260. shader: string;
  63261. };
  63262. }
  63263. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63264. import { Camera } from "babylonjs/Cameras/camera";
  63265. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63266. import "babylonjs/Shaders/tonemap.fragment";
  63267. import { Engine } from "babylonjs/Engines/engine";
  63268. /** Defines operator used for tonemapping */
  63269. export enum TonemappingOperator {
  63270. /** Hable */
  63271. Hable = 0,
  63272. /** Reinhard */
  63273. Reinhard = 1,
  63274. /** HejiDawson */
  63275. HejiDawson = 2,
  63276. /** Photographic */
  63277. Photographic = 3
  63278. }
  63279. /**
  63280. * Defines a post process to apply tone mapping
  63281. */
  63282. export class TonemapPostProcess extends PostProcess {
  63283. private _operator;
  63284. /** Defines the required exposure adjustement */
  63285. exposureAdjustment: number;
  63286. /**
  63287. * Creates a new TonemapPostProcess
  63288. * @param name defines the name of the postprocess
  63289. * @param _operator defines the operator to use
  63290. * @param exposureAdjustment defines the required exposure adjustement
  63291. * @param camera defines the camera to use (can be null)
  63292. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63293. * @param engine defines the hosting engine (can be ignore if camera is set)
  63294. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63295. */
  63296. constructor(name: string, _operator: TonemappingOperator,
  63297. /** Defines the required exposure adjustement */
  63298. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63299. }
  63300. }
  63301. declare module "babylonjs/Shaders/depth.vertex" {
  63302. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63303. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63304. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63305. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63306. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63307. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63308. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63309. /** @hidden */
  63310. export var depthVertexShader: {
  63311. name: string;
  63312. shader: string;
  63313. };
  63314. }
  63315. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63316. /** @hidden */
  63317. export var volumetricLightScatteringPixelShader: {
  63318. name: string;
  63319. shader: string;
  63320. };
  63321. }
  63322. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63323. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63324. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63325. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63326. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63327. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63328. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63329. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63330. /** @hidden */
  63331. export var volumetricLightScatteringPassVertexShader: {
  63332. name: string;
  63333. shader: string;
  63334. };
  63335. }
  63336. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63337. /** @hidden */
  63338. export var volumetricLightScatteringPassPixelShader: {
  63339. name: string;
  63340. shader: string;
  63341. };
  63342. }
  63343. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63344. import { Vector3 } from "babylonjs/Maths/math.vector";
  63345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63346. import { Mesh } from "babylonjs/Meshes/mesh";
  63347. import { Camera } from "babylonjs/Cameras/camera";
  63348. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63349. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63350. import { Scene } from "babylonjs/scene";
  63351. import "babylonjs/Meshes/Builders/planeBuilder";
  63352. import "babylonjs/Shaders/depth.vertex";
  63353. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63354. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63355. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63356. import { Engine } from "babylonjs/Engines/engine";
  63357. /**
  63358. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63359. */
  63360. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63361. private _volumetricLightScatteringPass;
  63362. private _volumetricLightScatteringRTT;
  63363. private _viewPort;
  63364. private _screenCoordinates;
  63365. private _cachedDefines;
  63366. /**
  63367. * If not undefined, the mesh position is computed from the attached node position
  63368. */
  63369. attachedNode: {
  63370. position: Vector3;
  63371. };
  63372. /**
  63373. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63374. */
  63375. customMeshPosition: Vector3;
  63376. /**
  63377. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63378. */
  63379. useCustomMeshPosition: boolean;
  63380. /**
  63381. * If the post-process should inverse the light scattering direction
  63382. */
  63383. invert: boolean;
  63384. /**
  63385. * The internal mesh used by the post-process
  63386. */
  63387. mesh: Mesh;
  63388. /**
  63389. * @hidden
  63390. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63391. */
  63392. useDiffuseColor: boolean;
  63393. /**
  63394. * Array containing the excluded meshes not rendered in the internal pass
  63395. */
  63396. excludedMeshes: AbstractMesh[];
  63397. /**
  63398. * Controls the overall intensity of the post-process
  63399. */
  63400. exposure: number;
  63401. /**
  63402. * Dissipates each sample's contribution in range [0, 1]
  63403. */
  63404. decay: number;
  63405. /**
  63406. * Controls the overall intensity of each sample
  63407. */
  63408. weight: number;
  63409. /**
  63410. * Controls the density of each sample
  63411. */
  63412. density: number;
  63413. /**
  63414. * @constructor
  63415. * @param name The post-process name
  63416. * @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)
  63417. * @param camera The camera that the post-process will be attached to
  63418. * @param mesh The mesh used to create the light scattering
  63419. * @param samples The post-process quality, default 100
  63420. * @param samplingModeThe post-process filtering mode
  63421. * @param engine The babylon engine
  63422. * @param reusable If the post-process is reusable
  63423. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63424. */
  63425. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63426. /**
  63427. * Returns the string "VolumetricLightScatteringPostProcess"
  63428. * @returns "VolumetricLightScatteringPostProcess"
  63429. */
  63430. getClassName(): string;
  63431. private _isReady;
  63432. /**
  63433. * Sets the new light position for light scattering effect
  63434. * @param position The new custom light position
  63435. */
  63436. setCustomMeshPosition(position: Vector3): void;
  63437. /**
  63438. * Returns the light position for light scattering effect
  63439. * @return Vector3 The custom light position
  63440. */
  63441. getCustomMeshPosition(): Vector3;
  63442. /**
  63443. * Disposes the internal assets and detaches the post-process from the camera
  63444. */
  63445. dispose(camera: Camera): void;
  63446. /**
  63447. * Returns the render target texture used by the post-process
  63448. * @return the render target texture used by the post-process
  63449. */
  63450. getPass(): RenderTargetTexture;
  63451. private _meshExcluded;
  63452. private _createPass;
  63453. private _updateMeshScreenCoordinates;
  63454. /**
  63455. * Creates a default mesh for the Volumeric Light Scattering post-process
  63456. * @param name The mesh name
  63457. * @param scene The scene where to create the mesh
  63458. * @return the default mesh
  63459. */
  63460. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63461. }
  63462. }
  63463. declare module "babylonjs/PostProcesses/index" {
  63464. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63465. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63466. export * from "babylonjs/PostProcesses/bloomEffect";
  63467. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63468. export * from "babylonjs/PostProcesses/blurPostProcess";
  63469. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63470. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63471. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63472. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63473. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63474. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63475. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63476. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63477. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63478. export * from "babylonjs/PostProcesses/filterPostProcess";
  63479. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63480. export * from "babylonjs/PostProcesses/grainPostProcess";
  63481. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63482. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63483. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63484. export * from "babylonjs/PostProcesses/passPostProcess";
  63485. export * from "babylonjs/PostProcesses/postProcess";
  63486. export * from "babylonjs/PostProcesses/postProcessManager";
  63487. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63488. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63489. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63490. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63491. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63492. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63493. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63494. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63495. }
  63496. declare module "babylonjs/Probes/index" {
  63497. export * from "babylonjs/Probes/reflectionProbe";
  63498. }
  63499. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63500. import { Scene } from "babylonjs/scene";
  63501. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63502. import { SmartArray } from "babylonjs/Misc/smartArray";
  63503. import { ISceneComponent } from "babylonjs/sceneComponent";
  63504. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63505. import "babylonjs/Meshes/Builders/boxBuilder";
  63506. import "babylonjs/Shaders/color.fragment";
  63507. import "babylonjs/Shaders/color.vertex";
  63508. import { Color3 } from "babylonjs/Maths/math.color";
  63509. module "babylonjs/scene" {
  63510. interface Scene {
  63511. /** @hidden (Backing field) */
  63512. _boundingBoxRenderer: BoundingBoxRenderer;
  63513. /** @hidden (Backing field) */
  63514. _forceShowBoundingBoxes: boolean;
  63515. /**
  63516. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63517. */
  63518. forceShowBoundingBoxes: boolean;
  63519. /**
  63520. * Gets the bounding box renderer associated with the scene
  63521. * @returns a BoundingBoxRenderer
  63522. */
  63523. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63524. }
  63525. }
  63526. module "babylonjs/Meshes/abstractMesh" {
  63527. interface AbstractMesh {
  63528. /** @hidden (Backing field) */
  63529. _showBoundingBox: boolean;
  63530. /**
  63531. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63532. */
  63533. showBoundingBox: boolean;
  63534. }
  63535. }
  63536. /**
  63537. * Component responsible of rendering the bounding box of the meshes in a scene.
  63538. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63539. */
  63540. export class BoundingBoxRenderer implements ISceneComponent {
  63541. /**
  63542. * The component name helpfull to identify the component in the list of scene components.
  63543. */
  63544. readonly name: string;
  63545. /**
  63546. * The scene the component belongs to.
  63547. */
  63548. scene: Scene;
  63549. /**
  63550. * Color of the bounding box lines placed in front of an object
  63551. */
  63552. frontColor: Color3;
  63553. /**
  63554. * Color of the bounding box lines placed behind an object
  63555. */
  63556. backColor: Color3;
  63557. /**
  63558. * Defines if the renderer should show the back lines or not
  63559. */
  63560. showBackLines: boolean;
  63561. /**
  63562. * @hidden
  63563. */
  63564. renderList: SmartArray<BoundingBox>;
  63565. private _colorShader;
  63566. private _vertexBuffers;
  63567. private _indexBuffer;
  63568. private _fillIndexBuffer;
  63569. private _fillIndexData;
  63570. /**
  63571. * Instantiates a new bounding box renderer in a scene.
  63572. * @param scene the scene the renderer renders in
  63573. */
  63574. constructor(scene: Scene);
  63575. /**
  63576. * Registers the component in a given scene
  63577. */
  63578. register(): void;
  63579. private _evaluateSubMesh;
  63580. private _activeMesh;
  63581. private _prepareRessources;
  63582. private _createIndexBuffer;
  63583. /**
  63584. * Rebuilds the elements related to this component in case of
  63585. * context lost for instance.
  63586. */
  63587. rebuild(): void;
  63588. /**
  63589. * @hidden
  63590. */
  63591. reset(): void;
  63592. /**
  63593. * Render the bounding boxes of a specific rendering group
  63594. * @param renderingGroupId defines the rendering group to render
  63595. */
  63596. render(renderingGroupId: number): void;
  63597. /**
  63598. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63599. * @param mesh Define the mesh to render the occlusion bounding box for
  63600. */
  63601. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63602. /**
  63603. * Dispose and release the resources attached to this renderer.
  63604. */
  63605. dispose(): void;
  63606. }
  63607. }
  63608. declare module "babylonjs/Shaders/depth.fragment" {
  63609. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63610. /** @hidden */
  63611. export var depthPixelShader: {
  63612. name: string;
  63613. shader: string;
  63614. };
  63615. }
  63616. declare module "babylonjs/Rendering/depthRenderer" {
  63617. import { Nullable } from "babylonjs/types";
  63618. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63619. import { Scene } from "babylonjs/scene";
  63620. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63621. import { Camera } from "babylonjs/Cameras/camera";
  63622. import "babylonjs/Shaders/depth.fragment";
  63623. import "babylonjs/Shaders/depth.vertex";
  63624. /**
  63625. * This represents a depth renderer in Babylon.
  63626. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63627. */
  63628. export class DepthRenderer {
  63629. private _scene;
  63630. private _depthMap;
  63631. private _effect;
  63632. private readonly _storeNonLinearDepth;
  63633. private readonly _clearColor;
  63634. /** Get if the depth renderer is using packed depth or not */
  63635. readonly isPacked: boolean;
  63636. private _cachedDefines;
  63637. private _camera;
  63638. /**
  63639. * Specifiess that the depth renderer will only be used within
  63640. * the camera it is created for.
  63641. * This can help forcing its rendering during the camera processing.
  63642. */
  63643. useOnlyInActiveCamera: boolean;
  63644. /** @hidden */
  63645. static _SceneComponentInitialization: (scene: Scene) => void;
  63646. /**
  63647. * Instantiates a depth renderer
  63648. * @param scene The scene the renderer belongs to
  63649. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63650. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63651. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63652. */
  63653. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63654. /**
  63655. * Creates the depth rendering effect and checks if the effect is ready.
  63656. * @param subMesh The submesh to be used to render the depth map of
  63657. * @param useInstances If multiple world instances should be used
  63658. * @returns if the depth renderer is ready to render the depth map
  63659. */
  63660. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63661. /**
  63662. * Gets the texture which the depth map will be written to.
  63663. * @returns The depth map texture
  63664. */
  63665. getDepthMap(): RenderTargetTexture;
  63666. /**
  63667. * Disposes of the depth renderer.
  63668. */
  63669. dispose(): void;
  63670. }
  63671. }
  63672. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63673. import { Nullable } from "babylonjs/types";
  63674. import { Scene } from "babylonjs/scene";
  63675. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63676. import { Camera } from "babylonjs/Cameras/camera";
  63677. import { ISceneComponent } from "babylonjs/sceneComponent";
  63678. module "babylonjs/scene" {
  63679. interface Scene {
  63680. /** @hidden (Backing field) */
  63681. _depthRenderer: {
  63682. [id: string]: DepthRenderer;
  63683. };
  63684. /**
  63685. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63686. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63687. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63688. * @returns the created depth renderer
  63689. */
  63690. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63691. /**
  63692. * Disables a depth renderer for a given camera
  63693. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63694. */
  63695. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63696. }
  63697. }
  63698. /**
  63699. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63700. * in several rendering techniques.
  63701. */
  63702. export class DepthRendererSceneComponent implements ISceneComponent {
  63703. /**
  63704. * The component name helpfull to identify the component in the list of scene components.
  63705. */
  63706. readonly name: string;
  63707. /**
  63708. * The scene the component belongs to.
  63709. */
  63710. scene: Scene;
  63711. /**
  63712. * Creates a new instance of the component for the given scene
  63713. * @param scene Defines the scene to register the component in
  63714. */
  63715. constructor(scene: Scene);
  63716. /**
  63717. * Registers the component in a given scene
  63718. */
  63719. register(): void;
  63720. /**
  63721. * Rebuilds the elements related to this component in case of
  63722. * context lost for instance.
  63723. */
  63724. rebuild(): void;
  63725. /**
  63726. * Disposes the component and the associated ressources
  63727. */
  63728. dispose(): void;
  63729. private _gatherRenderTargets;
  63730. private _gatherActiveCameraRenderTargets;
  63731. }
  63732. }
  63733. declare module "babylonjs/Shaders/outline.fragment" {
  63734. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63735. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63736. /** @hidden */
  63737. export var outlinePixelShader: {
  63738. name: string;
  63739. shader: string;
  63740. };
  63741. }
  63742. declare module "babylonjs/Shaders/outline.vertex" {
  63743. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63744. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63745. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63746. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63747. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63748. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63749. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63750. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63751. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63752. /** @hidden */
  63753. export var outlineVertexShader: {
  63754. name: string;
  63755. shader: string;
  63756. };
  63757. }
  63758. declare module "babylonjs/Rendering/outlineRenderer" {
  63759. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63760. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63761. import { Scene } from "babylonjs/scene";
  63762. import { ISceneComponent } from "babylonjs/sceneComponent";
  63763. import "babylonjs/Shaders/outline.fragment";
  63764. import "babylonjs/Shaders/outline.vertex";
  63765. module "babylonjs/scene" {
  63766. interface Scene {
  63767. /** @hidden */
  63768. _outlineRenderer: OutlineRenderer;
  63769. /**
  63770. * Gets the outline renderer associated with the scene
  63771. * @returns a OutlineRenderer
  63772. */
  63773. getOutlineRenderer(): OutlineRenderer;
  63774. }
  63775. }
  63776. module "babylonjs/Meshes/abstractMesh" {
  63777. interface AbstractMesh {
  63778. /** @hidden (Backing field) */
  63779. _renderOutline: boolean;
  63780. /**
  63781. * Gets or sets a boolean indicating if the outline must be rendered as well
  63782. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63783. */
  63784. renderOutline: boolean;
  63785. /** @hidden (Backing field) */
  63786. _renderOverlay: boolean;
  63787. /**
  63788. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63789. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63790. */
  63791. renderOverlay: boolean;
  63792. }
  63793. }
  63794. /**
  63795. * This class is responsible to draw bothe outline/overlay of meshes.
  63796. * It should not be used directly but through the available method on mesh.
  63797. */
  63798. export class OutlineRenderer implements ISceneComponent {
  63799. /**
  63800. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63801. */
  63802. private static _StencilReference;
  63803. /**
  63804. * The name of the component. Each component must have a unique name.
  63805. */
  63806. name: string;
  63807. /**
  63808. * The scene the component belongs to.
  63809. */
  63810. scene: Scene;
  63811. /**
  63812. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63813. */
  63814. zOffset: number;
  63815. private _engine;
  63816. private _effect;
  63817. private _cachedDefines;
  63818. private _savedDepthWrite;
  63819. /**
  63820. * Instantiates a new outline renderer. (There could be only one per scene).
  63821. * @param scene Defines the scene it belongs to
  63822. */
  63823. constructor(scene: Scene);
  63824. /**
  63825. * Register the component to one instance of a scene.
  63826. */
  63827. register(): void;
  63828. /**
  63829. * Rebuilds the elements related to this component in case of
  63830. * context lost for instance.
  63831. */
  63832. rebuild(): void;
  63833. /**
  63834. * Disposes the component and the associated ressources.
  63835. */
  63836. dispose(): void;
  63837. /**
  63838. * Renders the outline in the canvas.
  63839. * @param subMesh Defines the sumesh to render
  63840. * @param batch Defines the batch of meshes in case of instances
  63841. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63842. */
  63843. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63844. /**
  63845. * Returns whether or not the outline renderer is ready for a given submesh.
  63846. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63847. * @param subMesh Defines the submesh to check readyness for
  63848. * @param useInstances Defines wheter wee are trying to render instances or not
  63849. * @returns true if ready otherwise false
  63850. */
  63851. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63852. private _beforeRenderingMesh;
  63853. private _afterRenderingMesh;
  63854. }
  63855. }
  63856. declare module "babylonjs/Rendering/index" {
  63857. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63858. export * from "babylonjs/Rendering/depthRenderer";
  63859. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63860. export * from "babylonjs/Rendering/edgesRenderer";
  63861. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63862. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63863. export * from "babylonjs/Rendering/outlineRenderer";
  63864. export * from "babylonjs/Rendering/renderingGroup";
  63865. export * from "babylonjs/Rendering/renderingManager";
  63866. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63867. }
  63868. declare module "babylonjs/Sprites/spritePackedManager" {
  63869. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63870. import { Scene } from "babylonjs/scene";
  63871. /**
  63872. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63873. * @see http://doc.babylonjs.com/babylon101/sprites
  63874. */
  63875. export class SpritePackedManager extends SpriteManager {
  63876. /** defines the packed manager's name */
  63877. name: string;
  63878. /**
  63879. * Creates a new sprite manager from a packed sprite sheet
  63880. * @param name defines the manager's name
  63881. * @param imgUrl defines the sprite sheet url
  63882. * @param capacity defines the maximum allowed number of sprites
  63883. * @param scene defines the hosting scene
  63884. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63885. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63886. * @param samplingMode defines the smapling mode to use with spritesheet
  63887. * @param fromPacked set to true; do not alter
  63888. */
  63889. constructor(
  63890. /** defines the packed manager's name */
  63891. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63892. }
  63893. }
  63894. declare module "babylonjs/Sprites/index" {
  63895. export * from "babylonjs/Sprites/sprite";
  63896. export * from "babylonjs/Sprites/spriteManager";
  63897. export * from "babylonjs/Sprites/spritePackedManager";
  63898. export * from "babylonjs/Sprites/spriteSceneComponent";
  63899. }
  63900. declare module "babylonjs/Misc/assetsManager" {
  63901. import { Scene } from "babylonjs/scene";
  63902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63903. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63904. import { Skeleton } from "babylonjs/Bones/skeleton";
  63905. import { Observable } from "babylonjs/Misc/observable";
  63906. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63907. import { Texture } from "babylonjs/Materials/Textures/texture";
  63908. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63909. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63910. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63911. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63912. /**
  63913. * Defines the list of states available for a task inside a AssetsManager
  63914. */
  63915. export enum AssetTaskState {
  63916. /**
  63917. * Initialization
  63918. */
  63919. INIT = 0,
  63920. /**
  63921. * Running
  63922. */
  63923. RUNNING = 1,
  63924. /**
  63925. * Done
  63926. */
  63927. DONE = 2,
  63928. /**
  63929. * Error
  63930. */
  63931. ERROR = 3
  63932. }
  63933. /**
  63934. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63935. */
  63936. export abstract class AbstractAssetTask {
  63937. /**
  63938. * Task name
  63939. */ name: string;
  63940. /**
  63941. * Callback called when the task is successful
  63942. */
  63943. onSuccess: (task: any) => void;
  63944. /**
  63945. * Callback called when the task is not successful
  63946. */
  63947. onError: (task: any, message?: string, exception?: any) => void;
  63948. /**
  63949. * Creates a new AssetsManager
  63950. * @param name defines the name of the task
  63951. */
  63952. constructor(
  63953. /**
  63954. * Task name
  63955. */ name: string);
  63956. private _isCompleted;
  63957. private _taskState;
  63958. private _errorObject;
  63959. /**
  63960. * Get if the task is completed
  63961. */
  63962. readonly isCompleted: boolean;
  63963. /**
  63964. * Gets the current state of the task
  63965. */
  63966. readonly taskState: AssetTaskState;
  63967. /**
  63968. * Gets the current error object (if task is in error)
  63969. */
  63970. readonly errorObject: {
  63971. message?: string;
  63972. exception?: any;
  63973. };
  63974. /**
  63975. * Internal only
  63976. * @hidden
  63977. */
  63978. _setErrorObject(message?: string, exception?: any): void;
  63979. /**
  63980. * Execute the current task
  63981. * @param scene defines the scene where you want your assets to be loaded
  63982. * @param onSuccess is a callback called when the task is successfully executed
  63983. * @param onError is a callback called if an error occurs
  63984. */
  63985. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63986. /**
  63987. * Execute the current task
  63988. * @param scene defines the scene where you want your assets to be loaded
  63989. * @param onSuccess is a callback called when the task is successfully executed
  63990. * @param onError is a callback called if an error occurs
  63991. */
  63992. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63993. /**
  63994. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63995. * This can be used with failed tasks that have the reason for failure fixed.
  63996. */
  63997. reset(): void;
  63998. private onErrorCallback;
  63999. private onDoneCallback;
  64000. }
  64001. /**
  64002. * Define the interface used by progress events raised during assets loading
  64003. */
  64004. export interface IAssetsProgressEvent {
  64005. /**
  64006. * Defines the number of remaining tasks to process
  64007. */
  64008. remainingCount: number;
  64009. /**
  64010. * Defines the total number of tasks
  64011. */
  64012. totalCount: number;
  64013. /**
  64014. * Defines the task that was just processed
  64015. */
  64016. task: AbstractAssetTask;
  64017. }
  64018. /**
  64019. * Class used to share progress information about assets loading
  64020. */
  64021. export class AssetsProgressEvent implements IAssetsProgressEvent {
  64022. /**
  64023. * Defines the number of remaining tasks to process
  64024. */
  64025. remainingCount: number;
  64026. /**
  64027. * Defines the total number of tasks
  64028. */
  64029. totalCount: number;
  64030. /**
  64031. * Defines the task that was just processed
  64032. */
  64033. task: AbstractAssetTask;
  64034. /**
  64035. * Creates a AssetsProgressEvent
  64036. * @param remainingCount defines the number of remaining tasks to process
  64037. * @param totalCount defines the total number of tasks
  64038. * @param task defines the task that was just processed
  64039. */
  64040. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  64041. }
  64042. /**
  64043. * Define a task used by AssetsManager to load meshes
  64044. */
  64045. export class MeshAssetTask extends AbstractAssetTask {
  64046. /**
  64047. * Defines the name of the task
  64048. */
  64049. name: string;
  64050. /**
  64051. * Defines the list of mesh's names you want to load
  64052. */
  64053. meshesNames: any;
  64054. /**
  64055. * Defines the root url to use as a base to load your meshes and associated resources
  64056. */
  64057. rootUrl: string;
  64058. /**
  64059. * Defines the filename of the scene to load from
  64060. */
  64061. sceneFilename: string;
  64062. /**
  64063. * Gets the list of loaded meshes
  64064. */
  64065. loadedMeshes: Array<AbstractMesh>;
  64066. /**
  64067. * Gets the list of loaded particle systems
  64068. */
  64069. loadedParticleSystems: Array<IParticleSystem>;
  64070. /**
  64071. * Gets the list of loaded skeletons
  64072. */
  64073. loadedSkeletons: Array<Skeleton>;
  64074. /**
  64075. * Gets the list of loaded animation groups
  64076. */
  64077. loadedAnimationGroups: Array<AnimationGroup>;
  64078. /**
  64079. * Callback called when the task is successful
  64080. */
  64081. onSuccess: (task: MeshAssetTask) => void;
  64082. /**
  64083. * Callback called when the task is successful
  64084. */
  64085. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  64086. /**
  64087. * Creates a new MeshAssetTask
  64088. * @param name defines the name of the task
  64089. * @param meshesNames defines the list of mesh's names you want to load
  64090. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  64091. * @param sceneFilename defines the filename of the scene to load from
  64092. */
  64093. constructor(
  64094. /**
  64095. * Defines the name of the task
  64096. */
  64097. name: string,
  64098. /**
  64099. * Defines the list of mesh's names you want to load
  64100. */
  64101. meshesNames: any,
  64102. /**
  64103. * Defines the root url to use as a base to load your meshes and associated resources
  64104. */
  64105. rootUrl: string,
  64106. /**
  64107. * Defines the filename of the scene to load from
  64108. */
  64109. sceneFilename: string);
  64110. /**
  64111. * Execute the current task
  64112. * @param scene defines the scene where you want your assets to be loaded
  64113. * @param onSuccess is a callback called when the task is successfully executed
  64114. * @param onError is a callback called if an error occurs
  64115. */
  64116. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64117. }
  64118. /**
  64119. * Define a task used by AssetsManager to load text content
  64120. */
  64121. export class TextFileAssetTask extends AbstractAssetTask {
  64122. /**
  64123. * Defines the name of the task
  64124. */
  64125. name: string;
  64126. /**
  64127. * Defines the location of the file to load
  64128. */
  64129. url: string;
  64130. /**
  64131. * Gets the loaded text string
  64132. */
  64133. text: string;
  64134. /**
  64135. * Callback called when the task is successful
  64136. */
  64137. onSuccess: (task: TextFileAssetTask) => void;
  64138. /**
  64139. * Callback called when the task is successful
  64140. */
  64141. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  64142. /**
  64143. * Creates a new TextFileAssetTask object
  64144. * @param name defines the name of the task
  64145. * @param url defines the location of the file to load
  64146. */
  64147. constructor(
  64148. /**
  64149. * Defines the name of the task
  64150. */
  64151. name: string,
  64152. /**
  64153. * Defines the location of the file to load
  64154. */
  64155. url: string);
  64156. /**
  64157. * Execute the current task
  64158. * @param scene defines the scene where you want your assets to be loaded
  64159. * @param onSuccess is a callback called when the task is successfully executed
  64160. * @param onError is a callback called if an error occurs
  64161. */
  64162. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64163. }
  64164. /**
  64165. * Define a task used by AssetsManager to load binary data
  64166. */
  64167. export class BinaryFileAssetTask extends AbstractAssetTask {
  64168. /**
  64169. * Defines the name of the task
  64170. */
  64171. name: string;
  64172. /**
  64173. * Defines the location of the file to load
  64174. */
  64175. url: string;
  64176. /**
  64177. * Gets the lodaded data (as an array buffer)
  64178. */
  64179. data: ArrayBuffer;
  64180. /**
  64181. * Callback called when the task is successful
  64182. */
  64183. onSuccess: (task: BinaryFileAssetTask) => void;
  64184. /**
  64185. * Callback called when the task is successful
  64186. */
  64187. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64188. /**
  64189. * Creates a new BinaryFileAssetTask object
  64190. * @param name defines the name of the new task
  64191. * @param url defines the location of the file to load
  64192. */
  64193. constructor(
  64194. /**
  64195. * Defines the name of the task
  64196. */
  64197. name: string,
  64198. /**
  64199. * Defines the location of the file to load
  64200. */
  64201. url: string);
  64202. /**
  64203. * Execute the current task
  64204. * @param scene defines the scene where you want your assets to be loaded
  64205. * @param onSuccess is a callback called when the task is successfully executed
  64206. * @param onError is a callback called if an error occurs
  64207. */
  64208. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64209. }
  64210. /**
  64211. * Define a task used by AssetsManager to load images
  64212. */
  64213. export class ImageAssetTask extends AbstractAssetTask {
  64214. /**
  64215. * Defines the name of the task
  64216. */
  64217. name: string;
  64218. /**
  64219. * Defines the location of the image to load
  64220. */
  64221. url: string;
  64222. /**
  64223. * Gets the loaded images
  64224. */
  64225. image: HTMLImageElement;
  64226. /**
  64227. * Callback called when the task is successful
  64228. */
  64229. onSuccess: (task: ImageAssetTask) => void;
  64230. /**
  64231. * Callback called when the task is successful
  64232. */
  64233. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64234. /**
  64235. * Creates a new ImageAssetTask
  64236. * @param name defines the name of the task
  64237. * @param url defines the location of the image to load
  64238. */
  64239. constructor(
  64240. /**
  64241. * Defines the name of the task
  64242. */
  64243. name: string,
  64244. /**
  64245. * Defines the location of the image to load
  64246. */
  64247. url: string);
  64248. /**
  64249. * Execute the current task
  64250. * @param scene defines the scene where you want your assets to be loaded
  64251. * @param onSuccess is a callback called when the task is successfully executed
  64252. * @param onError is a callback called if an error occurs
  64253. */
  64254. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64255. }
  64256. /**
  64257. * Defines the interface used by texture loading tasks
  64258. */
  64259. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64260. /**
  64261. * Gets the loaded texture
  64262. */
  64263. texture: TEX;
  64264. }
  64265. /**
  64266. * Define a task used by AssetsManager to load 2D textures
  64267. */
  64268. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64269. /**
  64270. * Defines the name of the task
  64271. */
  64272. name: string;
  64273. /**
  64274. * Defines the location of the file to load
  64275. */
  64276. url: string;
  64277. /**
  64278. * Defines if mipmap should not be generated (default is false)
  64279. */
  64280. noMipmap?: boolean | undefined;
  64281. /**
  64282. * Defines if texture must be inverted on Y axis (default is false)
  64283. */
  64284. invertY?: boolean | undefined;
  64285. /**
  64286. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64287. */
  64288. samplingMode: number;
  64289. /**
  64290. * Gets the loaded texture
  64291. */
  64292. texture: Texture;
  64293. /**
  64294. * Callback called when the task is successful
  64295. */
  64296. onSuccess: (task: TextureAssetTask) => void;
  64297. /**
  64298. * Callback called when the task is successful
  64299. */
  64300. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64301. /**
  64302. * Creates a new TextureAssetTask object
  64303. * @param name defines the name of the task
  64304. * @param url defines the location of the file to load
  64305. * @param noMipmap defines if mipmap should not be generated (default is false)
  64306. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64307. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64308. */
  64309. constructor(
  64310. /**
  64311. * Defines the name of the task
  64312. */
  64313. name: string,
  64314. /**
  64315. * Defines the location of the file to load
  64316. */
  64317. url: string,
  64318. /**
  64319. * Defines if mipmap should not be generated (default is false)
  64320. */
  64321. noMipmap?: boolean | undefined,
  64322. /**
  64323. * Defines if texture must be inverted on Y axis (default is false)
  64324. */
  64325. invertY?: boolean | undefined,
  64326. /**
  64327. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64328. */
  64329. samplingMode?: number);
  64330. /**
  64331. * Execute the current task
  64332. * @param scene defines the scene where you want your assets to be loaded
  64333. * @param onSuccess is a callback called when the task is successfully executed
  64334. * @param onError is a callback called if an error occurs
  64335. */
  64336. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64337. }
  64338. /**
  64339. * Define a task used by AssetsManager to load cube textures
  64340. */
  64341. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64342. /**
  64343. * Defines the name of the task
  64344. */
  64345. name: string;
  64346. /**
  64347. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64348. */
  64349. url: string;
  64350. /**
  64351. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64352. */
  64353. extensions?: string[] | undefined;
  64354. /**
  64355. * Defines if mipmaps should not be generated (default is false)
  64356. */
  64357. noMipmap?: boolean | undefined;
  64358. /**
  64359. * Defines the explicit list of files (undefined by default)
  64360. */
  64361. files?: string[] | undefined;
  64362. /**
  64363. * Gets the loaded texture
  64364. */
  64365. texture: CubeTexture;
  64366. /**
  64367. * Callback called when the task is successful
  64368. */
  64369. onSuccess: (task: CubeTextureAssetTask) => void;
  64370. /**
  64371. * Callback called when the task is successful
  64372. */
  64373. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64374. /**
  64375. * Creates a new CubeTextureAssetTask
  64376. * @param name defines the name of the task
  64377. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64378. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64379. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64380. * @param files defines the explicit list of files (undefined by default)
  64381. */
  64382. constructor(
  64383. /**
  64384. * Defines the name of the task
  64385. */
  64386. name: string,
  64387. /**
  64388. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64389. */
  64390. url: string,
  64391. /**
  64392. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64393. */
  64394. extensions?: string[] | undefined,
  64395. /**
  64396. * Defines if mipmaps should not be generated (default is false)
  64397. */
  64398. noMipmap?: boolean | undefined,
  64399. /**
  64400. * Defines the explicit list of files (undefined by default)
  64401. */
  64402. files?: string[] | undefined);
  64403. /**
  64404. * Execute the current task
  64405. * @param scene defines the scene where you want your assets to be loaded
  64406. * @param onSuccess is a callback called when the task is successfully executed
  64407. * @param onError is a callback called if an error occurs
  64408. */
  64409. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64410. }
  64411. /**
  64412. * Define a task used by AssetsManager to load HDR cube textures
  64413. */
  64414. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64415. /**
  64416. * Defines the name of the task
  64417. */
  64418. name: string;
  64419. /**
  64420. * Defines the location of the file to load
  64421. */
  64422. url: string;
  64423. /**
  64424. * Defines the desired size (the more it increases the longer the generation will be)
  64425. */
  64426. size: number;
  64427. /**
  64428. * Defines if mipmaps should not be generated (default is false)
  64429. */
  64430. noMipmap: boolean;
  64431. /**
  64432. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64433. */
  64434. generateHarmonics: boolean;
  64435. /**
  64436. * 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)
  64437. */
  64438. gammaSpace: boolean;
  64439. /**
  64440. * Internal Use Only
  64441. */
  64442. reserved: boolean;
  64443. /**
  64444. * Gets the loaded texture
  64445. */
  64446. texture: HDRCubeTexture;
  64447. /**
  64448. * Callback called when the task is successful
  64449. */
  64450. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64451. /**
  64452. * Callback called when the task is successful
  64453. */
  64454. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64455. /**
  64456. * Creates a new HDRCubeTextureAssetTask object
  64457. * @param name defines the name of the task
  64458. * @param url defines the location of the file to load
  64459. * @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.
  64460. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64461. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64462. * @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)
  64463. * @param reserved Internal use only
  64464. */
  64465. constructor(
  64466. /**
  64467. * Defines the name of the task
  64468. */
  64469. name: string,
  64470. /**
  64471. * Defines the location of the file to load
  64472. */
  64473. url: string,
  64474. /**
  64475. * Defines the desired size (the more it increases the longer the generation will be)
  64476. */
  64477. size: number,
  64478. /**
  64479. * Defines if mipmaps should not be generated (default is false)
  64480. */
  64481. noMipmap?: boolean,
  64482. /**
  64483. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64484. */
  64485. generateHarmonics?: boolean,
  64486. /**
  64487. * 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)
  64488. */
  64489. gammaSpace?: boolean,
  64490. /**
  64491. * Internal Use Only
  64492. */
  64493. reserved?: boolean);
  64494. /**
  64495. * Execute the current task
  64496. * @param scene defines the scene where you want your assets to be loaded
  64497. * @param onSuccess is a callback called when the task is successfully executed
  64498. * @param onError is a callback called if an error occurs
  64499. */
  64500. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64501. }
  64502. /**
  64503. * Define a task used by AssetsManager to load Equirectangular cube textures
  64504. */
  64505. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64506. /**
  64507. * Defines the name of the task
  64508. */
  64509. name: string;
  64510. /**
  64511. * Defines the location of the file to load
  64512. */
  64513. url: string;
  64514. /**
  64515. * Defines the desired size (the more it increases the longer the generation will be)
  64516. */
  64517. size: number;
  64518. /**
  64519. * Defines if mipmaps should not be generated (default is false)
  64520. */
  64521. noMipmap: boolean;
  64522. /**
  64523. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64524. * but the standard material would require them in Gamma space) (default is true)
  64525. */
  64526. gammaSpace: boolean;
  64527. /**
  64528. * Gets the loaded texture
  64529. */
  64530. texture: EquiRectangularCubeTexture;
  64531. /**
  64532. * Callback called when the task is successful
  64533. */
  64534. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64535. /**
  64536. * Callback called when the task is successful
  64537. */
  64538. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64539. /**
  64540. * Creates a new EquiRectangularCubeTextureAssetTask object
  64541. * @param name defines the name of the task
  64542. * @param url defines the location of the file to load
  64543. * @param size defines the desired size (the more it increases the longer the generation will be)
  64544. * If the size is omitted this implies you are using a preprocessed cubemap.
  64545. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64546. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64547. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64548. * (default is true)
  64549. */
  64550. constructor(
  64551. /**
  64552. * Defines the name of the task
  64553. */
  64554. name: string,
  64555. /**
  64556. * Defines the location of the file to load
  64557. */
  64558. url: string,
  64559. /**
  64560. * Defines the desired size (the more it increases the longer the generation will be)
  64561. */
  64562. size: number,
  64563. /**
  64564. * Defines if mipmaps should not be generated (default is false)
  64565. */
  64566. noMipmap?: boolean,
  64567. /**
  64568. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64569. * but the standard material would require them in Gamma space) (default is true)
  64570. */
  64571. gammaSpace?: boolean);
  64572. /**
  64573. * Execute the current task
  64574. * @param scene defines the scene where you want your assets to be loaded
  64575. * @param onSuccess is a callback called when the task is successfully executed
  64576. * @param onError is a callback called if an error occurs
  64577. */
  64578. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64579. }
  64580. /**
  64581. * This class can be used to easily import assets into a scene
  64582. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64583. */
  64584. export class AssetsManager {
  64585. private _scene;
  64586. private _isLoading;
  64587. protected _tasks: AbstractAssetTask[];
  64588. protected _waitingTasksCount: number;
  64589. protected _totalTasksCount: number;
  64590. /**
  64591. * Callback called when all tasks are processed
  64592. */
  64593. onFinish: (tasks: AbstractAssetTask[]) => void;
  64594. /**
  64595. * Callback called when a task is successful
  64596. */
  64597. onTaskSuccess: (task: AbstractAssetTask) => void;
  64598. /**
  64599. * Callback called when a task had an error
  64600. */
  64601. onTaskError: (task: AbstractAssetTask) => void;
  64602. /**
  64603. * Callback called when a task is done (whatever the result is)
  64604. */
  64605. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64606. /**
  64607. * Observable called when all tasks are processed
  64608. */
  64609. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64610. /**
  64611. * Observable called when a task had an error
  64612. */
  64613. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64614. /**
  64615. * Observable called when all tasks were executed
  64616. */
  64617. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64618. /**
  64619. * Observable called when a task is done (whatever the result is)
  64620. */
  64621. onProgressObservable: Observable<IAssetsProgressEvent>;
  64622. /**
  64623. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64624. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64625. */
  64626. useDefaultLoadingScreen: boolean;
  64627. /**
  64628. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64629. * when all assets have been downloaded.
  64630. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64631. */
  64632. autoHideLoadingUI: boolean;
  64633. /**
  64634. * Creates a new AssetsManager
  64635. * @param scene defines the scene to work on
  64636. */
  64637. constructor(scene: Scene);
  64638. /**
  64639. * Add a MeshAssetTask to the list of active tasks
  64640. * @param taskName defines the name of the new task
  64641. * @param meshesNames defines the name of meshes to load
  64642. * @param rootUrl defines the root url to use to locate files
  64643. * @param sceneFilename defines the filename of the scene file
  64644. * @returns a new MeshAssetTask object
  64645. */
  64646. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64647. /**
  64648. * Add a TextFileAssetTask to the list of active tasks
  64649. * @param taskName defines the name of the new task
  64650. * @param url defines the url of the file to load
  64651. * @returns a new TextFileAssetTask object
  64652. */
  64653. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64654. /**
  64655. * Add a BinaryFileAssetTask to the list of active tasks
  64656. * @param taskName defines the name of the new task
  64657. * @param url defines the url of the file to load
  64658. * @returns a new BinaryFileAssetTask object
  64659. */
  64660. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64661. /**
  64662. * Add a ImageAssetTask to the list of active tasks
  64663. * @param taskName defines the name of the new task
  64664. * @param url defines the url of the file to load
  64665. * @returns a new ImageAssetTask object
  64666. */
  64667. addImageTask(taskName: string, url: string): ImageAssetTask;
  64668. /**
  64669. * Add a TextureAssetTask to the list of active tasks
  64670. * @param taskName defines the name of the new task
  64671. * @param url defines the url of the file to load
  64672. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64673. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64674. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64675. * @returns a new TextureAssetTask object
  64676. */
  64677. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64678. /**
  64679. * Add a CubeTextureAssetTask to the list of active tasks
  64680. * @param taskName defines the name of the new task
  64681. * @param url defines the url of the file to load
  64682. * @param extensions defines the extension to use to load the cube map (can be null)
  64683. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64684. * @param files defines the list of files to load (can be null)
  64685. * @returns a new CubeTextureAssetTask object
  64686. */
  64687. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64688. /**
  64689. *
  64690. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64691. * @param taskName defines the name of the new task
  64692. * @param url defines the url of the file to load
  64693. * @param size defines the size you want for the cubemap (can be null)
  64694. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64695. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64696. * @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)
  64697. * @param reserved Internal use only
  64698. * @returns a new HDRCubeTextureAssetTask object
  64699. */
  64700. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64701. /**
  64702. *
  64703. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64704. * @param taskName defines the name of the new task
  64705. * @param url defines the url of the file to load
  64706. * @param size defines the size you want for the cubemap (can be null)
  64707. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64708. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64709. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64710. * @returns a new EquiRectangularCubeTextureAssetTask object
  64711. */
  64712. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64713. /**
  64714. * Remove a task from the assets manager.
  64715. * @param task the task to remove
  64716. */
  64717. removeTask(task: AbstractAssetTask): void;
  64718. private _decreaseWaitingTasksCount;
  64719. private _runTask;
  64720. /**
  64721. * Reset the AssetsManager and remove all tasks
  64722. * @return the current instance of the AssetsManager
  64723. */
  64724. reset(): AssetsManager;
  64725. /**
  64726. * Start the loading process
  64727. * @return the current instance of the AssetsManager
  64728. */
  64729. load(): AssetsManager;
  64730. /**
  64731. * Start the loading process as an async operation
  64732. * @return a promise returning the list of failed tasks
  64733. */
  64734. loadAsync(): Promise<void>;
  64735. }
  64736. }
  64737. declare module "babylonjs/Misc/deferred" {
  64738. /**
  64739. * Wrapper class for promise with external resolve and reject.
  64740. */
  64741. export class Deferred<T> {
  64742. /**
  64743. * The promise associated with this deferred object.
  64744. */
  64745. readonly promise: Promise<T>;
  64746. private _resolve;
  64747. private _reject;
  64748. /**
  64749. * The resolve method of the promise associated with this deferred object.
  64750. */
  64751. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64752. /**
  64753. * The reject method of the promise associated with this deferred object.
  64754. */
  64755. readonly reject: (reason?: any) => void;
  64756. /**
  64757. * Constructor for this deferred object.
  64758. */
  64759. constructor();
  64760. }
  64761. }
  64762. declare module "babylonjs/Misc/meshExploder" {
  64763. import { Mesh } from "babylonjs/Meshes/mesh";
  64764. /**
  64765. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64766. */
  64767. export class MeshExploder {
  64768. private _centerMesh;
  64769. private _meshes;
  64770. private _meshesOrigins;
  64771. private _toCenterVectors;
  64772. private _scaledDirection;
  64773. private _newPosition;
  64774. private _centerPosition;
  64775. /**
  64776. * Explodes meshes from a center mesh.
  64777. * @param meshes The meshes to explode.
  64778. * @param centerMesh The mesh to be center of explosion.
  64779. */
  64780. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64781. private _setCenterMesh;
  64782. /**
  64783. * Get class name
  64784. * @returns "MeshExploder"
  64785. */
  64786. getClassName(): string;
  64787. /**
  64788. * "Exploded meshes"
  64789. * @returns Array of meshes with the centerMesh at index 0.
  64790. */
  64791. getMeshes(): Array<Mesh>;
  64792. /**
  64793. * Explodes meshes giving a specific direction
  64794. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64795. */
  64796. explode(direction?: number): void;
  64797. }
  64798. }
  64799. declare module "babylonjs/Misc/filesInput" {
  64800. import { Engine } from "babylonjs/Engines/engine";
  64801. import { Scene } from "babylonjs/scene";
  64802. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64803. /**
  64804. * Class used to help managing file picking and drag'n'drop
  64805. */
  64806. export class FilesInput {
  64807. /**
  64808. * List of files ready to be loaded
  64809. */
  64810. static readonly FilesToLoad: {
  64811. [key: string]: File;
  64812. };
  64813. /**
  64814. * Callback called when a file is processed
  64815. */
  64816. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64817. private _engine;
  64818. private _currentScene;
  64819. private _sceneLoadedCallback;
  64820. private _progressCallback;
  64821. private _additionalRenderLoopLogicCallback;
  64822. private _textureLoadingCallback;
  64823. private _startingProcessingFilesCallback;
  64824. private _onReloadCallback;
  64825. private _errorCallback;
  64826. private _elementToMonitor;
  64827. private _sceneFileToLoad;
  64828. private _filesToLoad;
  64829. /**
  64830. * Creates a new FilesInput
  64831. * @param engine defines the rendering engine
  64832. * @param scene defines the hosting scene
  64833. * @param sceneLoadedCallback callback called when scene is loaded
  64834. * @param progressCallback callback called to track progress
  64835. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64836. * @param textureLoadingCallback callback called when a texture is loading
  64837. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64838. * @param onReloadCallback callback called when a reload is requested
  64839. * @param errorCallback callback call if an error occurs
  64840. */
  64841. 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);
  64842. private _dragEnterHandler;
  64843. private _dragOverHandler;
  64844. private _dropHandler;
  64845. /**
  64846. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64847. * @param elementToMonitor defines the DOM element to track
  64848. */
  64849. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64850. /**
  64851. * Release all associated resources
  64852. */
  64853. dispose(): void;
  64854. private renderFunction;
  64855. private drag;
  64856. private drop;
  64857. private _traverseFolder;
  64858. private _processFiles;
  64859. /**
  64860. * Load files from a drop event
  64861. * @param event defines the drop event to use as source
  64862. */
  64863. loadFiles(event: any): void;
  64864. private _processReload;
  64865. /**
  64866. * Reload the current scene from the loaded files
  64867. */
  64868. reload(): void;
  64869. }
  64870. }
  64871. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64872. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64873. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64874. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64875. }
  64876. declare module "babylonjs/Misc/sceneOptimizer" {
  64877. import { Scene, IDisposable } from "babylonjs/scene";
  64878. import { Observable } from "babylonjs/Misc/observable";
  64879. /**
  64880. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64881. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64882. */
  64883. export class SceneOptimization {
  64884. /**
  64885. * Defines the priority of this optimization (0 by default which means first in the list)
  64886. */
  64887. priority: number;
  64888. /**
  64889. * Gets a string describing the action executed by the current optimization
  64890. * @returns description string
  64891. */
  64892. getDescription(): string;
  64893. /**
  64894. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64895. * @param scene defines the current scene where to apply this optimization
  64896. * @param optimizer defines the current optimizer
  64897. * @returns true if everything that can be done was applied
  64898. */
  64899. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64900. /**
  64901. * Creates the SceneOptimization object
  64902. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64903. * @param desc defines the description associated with the optimization
  64904. */
  64905. constructor(
  64906. /**
  64907. * Defines the priority of this optimization (0 by default which means first in the list)
  64908. */
  64909. priority?: number);
  64910. }
  64911. /**
  64912. * Defines an optimization used to reduce the size of render target textures
  64913. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64914. */
  64915. export class TextureOptimization extends SceneOptimization {
  64916. /**
  64917. * Defines the priority of this optimization (0 by default which means first in the list)
  64918. */
  64919. priority: number;
  64920. /**
  64921. * 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
  64922. */
  64923. maximumSize: number;
  64924. /**
  64925. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64926. */
  64927. step: number;
  64928. /**
  64929. * Gets a string describing the action executed by the current optimization
  64930. * @returns description string
  64931. */
  64932. getDescription(): string;
  64933. /**
  64934. * Creates the TextureOptimization object
  64935. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64936. * @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
  64937. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64938. */
  64939. constructor(
  64940. /**
  64941. * Defines the priority of this optimization (0 by default which means first in the list)
  64942. */
  64943. priority?: number,
  64944. /**
  64945. * 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
  64946. */
  64947. maximumSize?: number,
  64948. /**
  64949. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64950. */
  64951. step?: number);
  64952. /**
  64953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64954. * @param scene defines the current scene where to apply this optimization
  64955. * @param optimizer defines the current optimizer
  64956. * @returns true if everything that can be done was applied
  64957. */
  64958. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64959. }
  64960. /**
  64961. * Defines an optimization used to increase or decrease the rendering resolution
  64962. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64963. */
  64964. export class HardwareScalingOptimization extends SceneOptimization {
  64965. /**
  64966. * Defines the priority of this optimization (0 by default which means first in the list)
  64967. */
  64968. priority: number;
  64969. /**
  64970. * Defines the maximum scale to use (2 by default)
  64971. */
  64972. maximumScale: number;
  64973. /**
  64974. * Defines the step to use between two passes (0.5 by default)
  64975. */
  64976. step: number;
  64977. private _currentScale;
  64978. private _directionOffset;
  64979. /**
  64980. * Gets a string describing the action executed by the current optimization
  64981. * @return description string
  64982. */
  64983. getDescription(): string;
  64984. /**
  64985. * Creates the HardwareScalingOptimization object
  64986. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64987. * @param maximumScale defines the maximum scale to use (2 by default)
  64988. * @param step defines the step to use between two passes (0.5 by default)
  64989. */
  64990. constructor(
  64991. /**
  64992. * Defines the priority of this optimization (0 by default which means first in the list)
  64993. */
  64994. priority?: number,
  64995. /**
  64996. * Defines the maximum scale to use (2 by default)
  64997. */
  64998. maximumScale?: number,
  64999. /**
  65000. * Defines the step to use between two passes (0.5 by default)
  65001. */
  65002. step?: number);
  65003. /**
  65004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65005. * @param scene defines the current scene where to apply this optimization
  65006. * @param optimizer defines the current optimizer
  65007. * @returns true if everything that can be done was applied
  65008. */
  65009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65010. }
  65011. /**
  65012. * Defines an optimization used to remove shadows
  65013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65014. */
  65015. export class ShadowsOptimization extends SceneOptimization {
  65016. /**
  65017. * Gets a string describing the action executed by the current optimization
  65018. * @return description string
  65019. */
  65020. getDescription(): string;
  65021. /**
  65022. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65023. * @param scene defines the current scene where to apply this optimization
  65024. * @param optimizer defines the current optimizer
  65025. * @returns true if everything that can be done was applied
  65026. */
  65027. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65028. }
  65029. /**
  65030. * Defines an optimization used to turn post-processes off
  65031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65032. */
  65033. export class PostProcessesOptimization extends SceneOptimization {
  65034. /**
  65035. * Gets a string describing the action executed by the current optimization
  65036. * @return description string
  65037. */
  65038. getDescription(): string;
  65039. /**
  65040. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65041. * @param scene defines the current scene where to apply this optimization
  65042. * @param optimizer defines the current optimizer
  65043. * @returns true if everything that can be done was applied
  65044. */
  65045. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65046. }
  65047. /**
  65048. * Defines an optimization used to turn lens flares off
  65049. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65050. */
  65051. export class LensFlaresOptimization extends SceneOptimization {
  65052. /**
  65053. * Gets a string describing the action executed by the current optimization
  65054. * @return description string
  65055. */
  65056. getDescription(): string;
  65057. /**
  65058. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65059. * @param scene defines the current scene where to apply this optimization
  65060. * @param optimizer defines the current optimizer
  65061. * @returns true if everything that can be done was applied
  65062. */
  65063. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65064. }
  65065. /**
  65066. * Defines an optimization based on user defined callback.
  65067. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65068. */
  65069. export class CustomOptimization extends SceneOptimization {
  65070. /**
  65071. * Callback called to apply the custom optimization.
  65072. */
  65073. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  65074. /**
  65075. * Callback called to get custom description
  65076. */
  65077. onGetDescription: () => string;
  65078. /**
  65079. * Gets a string describing the action executed by the current optimization
  65080. * @returns description string
  65081. */
  65082. getDescription(): string;
  65083. /**
  65084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65085. * @param scene defines the current scene where to apply this optimization
  65086. * @param optimizer defines the current optimizer
  65087. * @returns true if everything that can be done was applied
  65088. */
  65089. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65090. }
  65091. /**
  65092. * Defines an optimization used to turn particles off
  65093. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65094. */
  65095. export class ParticlesOptimization extends SceneOptimization {
  65096. /**
  65097. * Gets a string describing the action executed by the current optimization
  65098. * @return description string
  65099. */
  65100. getDescription(): string;
  65101. /**
  65102. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65103. * @param scene defines the current scene where to apply this optimization
  65104. * @param optimizer defines the current optimizer
  65105. * @returns true if everything that can be done was applied
  65106. */
  65107. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65108. }
  65109. /**
  65110. * Defines an optimization used to turn render targets off
  65111. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65112. */
  65113. export class RenderTargetsOptimization extends SceneOptimization {
  65114. /**
  65115. * Gets a string describing the action executed by the current optimization
  65116. * @return description string
  65117. */
  65118. getDescription(): string;
  65119. /**
  65120. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65121. * @param scene defines the current scene where to apply this optimization
  65122. * @param optimizer defines the current optimizer
  65123. * @returns true if everything that can be done was applied
  65124. */
  65125. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65126. }
  65127. /**
  65128. * Defines an optimization used to merge meshes with compatible materials
  65129. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65130. */
  65131. export class MergeMeshesOptimization extends SceneOptimization {
  65132. private static _UpdateSelectionTree;
  65133. /**
  65134. * Gets or sets a boolean which defines if optimization octree has to be updated
  65135. */
  65136. /**
  65137. * Gets or sets a boolean which defines if optimization octree has to be updated
  65138. */
  65139. static UpdateSelectionTree: boolean;
  65140. /**
  65141. * Gets a string describing the action executed by the current optimization
  65142. * @return description string
  65143. */
  65144. getDescription(): string;
  65145. private _canBeMerged;
  65146. /**
  65147. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65148. * @param scene defines the current scene where to apply this optimization
  65149. * @param optimizer defines the current optimizer
  65150. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  65151. * @returns true if everything that can be done was applied
  65152. */
  65153. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  65154. }
  65155. /**
  65156. * Defines a list of options used by SceneOptimizer
  65157. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65158. */
  65159. export class SceneOptimizerOptions {
  65160. /**
  65161. * Defines the target frame rate to reach (60 by default)
  65162. */
  65163. targetFrameRate: number;
  65164. /**
  65165. * Defines the interval between two checkes (2000ms by default)
  65166. */
  65167. trackerDuration: number;
  65168. /**
  65169. * Gets the list of optimizations to apply
  65170. */
  65171. optimizations: SceneOptimization[];
  65172. /**
  65173. * Creates a new list of options used by SceneOptimizer
  65174. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  65175. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  65176. */
  65177. constructor(
  65178. /**
  65179. * Defines the target frame rate to reach (60 by default)
  65180. */
  65181. targetFrameRate?: number,
  65182. /**
  65183. * Defines the interval between two checkes (2000ms by default)
  65184. */
  65185. trackerDuration?: number);
  65186. /**
  65187. * Add a new optimization
  65188. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65189. * @returns the current SceneOptimizerOptions
  65190. */
  65191. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65192. /**
  65193. * Add a new custom optimization
  65194. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65195. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65196. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65197. * @returns the current SceneOptimizerOptions
  65198. */
  65199. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65200. /**
  65201. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65202. * @param targetFrameRate defines the target frame rate (60 by default)
  65203. * @returns a SceneOptimizerOptions object
  65204. */
  65205. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65206. /**
  65207. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65208. * @param targetFrameRate defines the target frame rate (60 by default)
  65209. * @returns a SceneOptimizerOptions object
  65210. */
  65211. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65212. /**
  65213. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65214. * @param targetFrameRate defines the target frame rate (60 by default)
  65215. * @returns a SceneOptimizerOptions object
  65216. */
  65217. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65218. }
  65219. /**
  65220. * Class used to run optimizations in order to reach a target frame rate
  65221. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65222. */
  65223. export class SceneOptimizer implements IDisposable {
  65224. private _isRunning;
  65225. private _options;
  65226. private _scene;
  65227. private _currentPriorityLevel;
  65228. private _targetFrameRate;
  65229. private _trackerDuration;
  65230. private _currentFrameRate;
  65231. private _sceneDisposeObserver;
  65232. private _improvementMode;
  65233. /**
  65234. * Defines an observable called when the optimizer reaches the target frame rate
  65235. */
  65236. onSuccessObservable: Observable<SceneOptimizer>;
  65237. /**
  65238. * Defines an observable called when the optimizer enables an optimization
  65239. */
  65240. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65241. /**
  65242. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65243. */
  65244. onFailureObservable: Observable<SceneOptimizer>;
  65245. /**
  65246. * Gets a boolean indicating if the optimizer is in improvement mode
  65247. */
  65248. readonly isInImprovementMode: boolean;
  65249. /**
  65250. * Gets the current priority level (0 at start)
  65251. */
  65252. readonly currentPriorityLevel: number;
  65253. /**
  65254. * Gets the current frame rate checked by the SceneOptimizer
  65255. */
  65256. readonly currentFrameRate: number;
  65257. /**
  65258. * Gets or sets the current target frame rate (60 by default)
  65259. */
  65260. /**
  65261. * Gets or sets the current target frame rate (60 by default)
  65262. */
  65263. targetFrameRate: number;
  65264. /**
  65265. * Gets or sets the current interval between two checks (every 2000ms by default)
  65266. */
  65267. /**
  65268. * Gets or sets the current interval between two checks (every 2000ms by default)
  65269. */
  65270. trackerDuration: number;
  65271. /**
  65272. * Gets the list of active optimizations
  65273. */
  65274. readonly optimizations: SceneOptimization[];
  65275. /**
  65276. * Creates a new SceneOptimizer
  65277. * @param scene defines the scene to work on
  65278. * @param options defines the options to use with the SceneOptimizer
  65279. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65280. * @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)
  65281. */
  65282. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65283. /**
  65284. * Stops the current optimizer
  65285. */
  65286. stop(): void;
  65287. /**
  65288. * Reset the optimizer to initial step (current priority level = 0)
  65289. */
  65290. reset(): void;
  65291. /**
  65292. * Start the optimizer. By default it will try to reach a specific framerate
  65293. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65294. */
  65295. start(): void;
  65296. private _checkCurrentState;
  65297. /**
  65298. * Release all resources
  65299. */
  65300. dispose(): void;
  65301. /**
  65302. * Helper function to create a SceneOptimizer with one single line of code
  65303. * @param scene defines the scene to work on
  65304. * @param options defines the options to use with the SceneOptimizer
  65305. * @param onSuccess defines a callback to call on success
  65306. * @param onFailure defines a callback to call on failure
  65307. * @returns the new SceneOptimizer object
  65308. */
  65309. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65310. }
  65311. }
  65312. declare module "babylonjs/Misc/sceneSerializer" {
  65313. import { Scene } from "babylonjs/scene";
  65314. /**
  65315. * Class used to serialize a scene into a string
  65316. */
  65317. export class SceneSerializer {
  65318. /**
  65319. * Clear cache used by a previous serialization
  65320. */
  65321. static ClearCache(): void;
  65322. /**
  65323. * Serialize a scene into a JSON compatible object
  65324. * @param scene defines the scene to serialize
  65325. * @returns a JSON compatible object
  65326. */
  65327. static Serialize(scene: Scene): any;
  65328. /**
  65329. * Serialize a mesh into a JSON compatible object
  65330. * @param toSerialize defines the mesh to serialize
  65331. * @param withParents defines if parents must be serialized as well
  65332. * @param withChildren defines if children must be serialized as well
  65333. * @returns a JSON compatible object
  65334. */
  65335. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65336. }
  65337. }
  65338. declare module "babylonjs/Misc/textureTools" {
  65339. import { Texture } from "babylonjs/Materials/Textures/texture";
  65340. /**
  65341. * Class used to host texture specific utilities
  65342. */
  65343. export class TextureTools {
  65344. /**
  65345. * Uses the GPU to create a copy texture rescaled at a given size
  65346. * @param texture Texture to copy from
  65347. * @param width defines the desired width
  65348. * @param height defines the desired height
  65349. * @param useBilinearMode defines if bilinear mode has to be used
  65350. * @return the generated texture
  65351. */
  65352. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65353. }
  65354. }
  65355. declare module "babylonjs/Misc/videoRecorder" {
  65356. import { Nullable } from "babylonjs/types";
  65357. import { Engine } from "babylonjs/Engines/engine";
  65358. /**
  65359. * This represents the different options available for the video capture.
  65360. */
  65361. export interface VideoRecorderOptions {
  65362. /** Defines the mime type of the video. */
  65363. mimeType: string;
  65364. /** Defines the FPS the video should be recorded at. */
  65365. fps: number;
  65366. /** Defines the chunk size for the recording data. */
  65367. recordChunckSize: number;
  65368. /** The audio tracks to attach to the recording. */
  65369. audioTracks?: MediaStreamTrack[];
  65370. }
  65371. /**
  65372. * This can help with recording videos from BabylonJS.
  65373. * This is based on the available WebRTC functionalities of the browser.
  65374. *
  65375. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65376. */
  65377. export class VideoRecorder {
  65378. private static readonly _defaultOptions;
  65379. /**
  65380. * Returns whether or not the VideoRecorder is available in your browser.
  65381. * @param engine Defines the Babylon Engine.
  65382. * @returns true if supported otherwise false.
  65383. */
  65384. static IsSupported(engine: Engine): boolean;
  65385. private readonly _options;
  65386. private _canvas;
  65387. private _mediaRecorder;
  65388. private _recordedChunks;
  65389. private _fileName;
  65390. private _resolve;
  65391. private _reject;
  65392. /**
  65393. * True when a recording is already in progress.
  65394. */
  65395. readonly isRecording: boolean;
  65396. /**
  65397. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65398. * @param engine Defines the BabylonJS Engine you wish to record.
  65399. * @param options Defines options that can be used to customize the capture.
  65400. */
  65401. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65402. /**
  65403. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65404. */
  65405. stopRecording(): void;
  65406. /**
  65407. * Starts recording the canvas for a max duration specified in parameters.
  65408. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65409. * If null no automatic download will start and you can rely on the promise to get the data back.
  65410. * @param maxDuration Defines the maximum recording time in seconds.
  65411. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65412. * @return A promise callback at the end of the recording with the video data in Blob.
  65413. */
  65414. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65415. /**
  65416. * Releases internal resources used during the recording.
  65417. */
  65418. dispose(): void;
  65419. private _handleDataAvailable;
  65420. private _handleError;
  65421. private _handleStop;
  65422. }
  65423. }
  65424. declare module "babylonjs/Misc/screenshotTools" {
  65425. import { Camera } from "babylonjs/Cameras/camera";
  65426. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65427. import { Engine } from "babylonjs/Engines/engine";
  65428. /**
  65429. * Class containing a set of static utilities functions for screenshots
  65430. */
  65431. export class ScreenshotTools {
  65432. /**
  65433. * Captures a screenshot of the current rendering
  65434. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65435. * @param engine defines the rendering engine
  65436. * @param camera defines the source camera
  65437. * @param size This parameter can be set to a single number or to an object with the
  65438. * following (optional) properties: precision, width, height. If a single number is passed,
  65439. * it will be used for both width and height. If an object is passed, the screenshot size
  65440. * will be derived from the parameters. The precision property is a multiplier allowing
  65441. * rendering at a higher or lower resolution
  65442. * @param successCallback defines the callback receives a single parameter which contains the
  65443. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65444. * src parameter of an <img> to display it
  65445. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65446. * Check your browser for supported MIME types
  65447. */
  65448. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65449. /**
  65450. * Captures a screenshot of the current rendering
  65451. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65452. * @param engine defines the rendering engine
  65453. * @param camera defines the source camera
  65454. * @param size This parameter can be set to a single number or to an object with the
  65455. * following (optional) properties: precision, width, height. If a single number is passed,
  65456. * it will be used for both width and height. If an object is passed, the screenshot size
  65457. * will be derived from the parameters. The precision property is a multiplier allowing
  65458. * rendering at a higher or lower resolution
  65459. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65460. * Check your browser for supported MIME types
  65461. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65462. * to the src parameter of an <img> to display it
  65463. */
  65464. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65465. /**
  65466. * Generates an image screenshot from the specified camera.
  65467. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65468. * @param engine The engine to use for rendering
  65469. * @param camera The camera to use for rendering
  65470. * @param size This parameter can be set to a single number or to an object with the
  65471. * following (optional) properties: precision, width, height. If a single number is passed,
  65472. * it will be used for both width and height. If an object is passed, the screenshot size
  65473. * will be derived from the parameters. The precision property is a multiplier allowing
  65474. * rendering at a higher or lower resolution
  65475. * @param successCallback The callback receives a single parameter which contains the
  65476. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65477. * src parameter of an <img> to display it
  65478. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65479. * Check your browser for supported MIME types
  65480. * @param samples Texture samples (default: 1)
  65481. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65482. * @param fileName A name for for the downloaded file.
  65483. */
  65484. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65485. /**
  65486. * Generates an image screenshot from the specified camera.
  65487. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65488. * @param engine The engine to use for rendering
  65489. * @param camera The camera to use for rendering
  65490. * @param size This parameter can be set to a single number or to an object with the
  65491. * following (optional) properties: precision, width, height. If a single number is passed,
  65492. * it will be used for both width and height. If an object is passed, the screenshot size
  65493. * will be derived from the parameters. The precision property is a multiplier allowing
  65494. * rendering at a higher or lower resolution
  65495. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65496. * Check your browser for supported MIME types
  65497. * @param samples Texture samples (default: 1)
  65498. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65499. * @param fileName A name for for the downloaded file.
  65500. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65501. * to the src parameter of an <img> to display it
  65502. */
  65503. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65504. /**
  65505. * Gets height and width for screenshot size
  65506. * @private
  65507. */
  65508. private static _getScreenshotSize;
  65509. }
  65510. }
  65511. declare module "babylonjs/Misc/index" {
  65512. export * from "babylonjs/Misc/andOrNotEvaluator";
  65513. export * from "babylonjs/Misc/assetsManager";
  65514. export * from "babylonjs/Misc/dds";
  65515. export * from "babylonjs/Misc/decorators";
  65516. export * from "babylonjs/Misc/deferred";
  65517. export * from "babylonjs/Misc/environmentTextureTools";
  65518. export * from "babylonjs/Misc/meshExploder";
  65519. export * from "babylonjs/Misc/filesInput";
  65520. export * from "babylonjs/Misc/HighDynamicRange/index";
  65521. export * from "babylonjs/Misc/khronosTextureContainer";
  65522. export * from "babylonjs/Misc/observable";
  65523. export * from "babylonjs/Misc/performanceMonitor";
  65524. export * from "babylonjs/Misc/promise";
  65525. export * from "babylonjs/Misc/sceneOptimizer";
  65526. export * from "babylonjs/Misc/sceneSerializer";
  65527. export * from "babylonjs/Misc/smartArray";
  65528. export * from "babylonjs/Misc/stringDictionary";
  65529. export * from "babylonjs/Misc/tags";
  65530. export * from "babylonjs/Misc/textureTools";
  65531. export * from "babylonjs/Misc/tga";
  65532. export * from "babylonjs/Misc/tools";
  65533. export * from "babylonjs/Misc/videoRecorder";
  65534. export * from "babylonjs/Misc/virtualJoystick";
  65535. export * from "babylonjs/Misc/workerPool";
  65536. export * from "babylonjs/Misc/logger";
  65537. export * from "babylonjs/Misc/typeStore";
  65538. export * from "babylonjs/Misc/filesInputStore";
  65539. export * from "babylonjs/Misc/deepCopier";
  65540. export * from "babylonjs/Misc/pivotTools";
  65541. export * from "babylonjs/Misc/precisionDate";
  65542. export * from "babylonjs/Misc/screenshotTools";
  65543. export * from "babylonjs/Misc/typeStore";
  65544. export * from "babylonjs/Misc/webRequest";
  65545. export * from "babylonjs/Misc/iInspectable";
  65546. export * from "babylonjs/Misc/brdfTextureTools";
  65547. export * from "babylonjs/Misc/rgbdTextureTools";
  65548. export * from "babylonjs/Misc/gradients";
  65549. export * from "babylonjs/Misc/perfCounter";
  65550. export * from "babylonjs/Misc/fileRequest";
  65551. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65552. export * from "babylonjs/Misc/retryStrategy";
  65553. export * from "babylonjs/Misc/loadFileError";
  65554. }
  65555. declare module "babylonjs/index" {
  65556. export * from "babylonjs/abstractScene";
  65557. export * from "babylonjs/Actions/index";
  65558. export * from "babylonjs/Animations/index";
  65559. export * from "babylonjs/assetContainer";
  65560. export * from "babylonjs/Audio/index";
  65561. export * from "babylonjs/Behaviors/index";
  65562. export * from "babylonjs/Bones/index";
  65563. export * from "babylonjs/Cameras/index";
  65564. export * from "babylonjs/Collisions/index";
  65565. export * from "babylonjs/Culling/index";
  65566. export * from "babylonjs/Debug/index";
  65567. export * from "babylonjs/Engines/index";
  65568. export * from "babylonjs/Events/index";
  65569. export * from "babylonjs/Gamepads/index";
  65570. export * from "babylonjs/Gizmos/index";
  65571. export * from "babylonjs/Helpers/index";
  65572. export * from "babylonjs/Instrumentation/index";
  65573. export * from "babylonjs/Layers/index";
  65574. export * from "babylonjs/LensFlares/index";
  65575. export * from "babylonjs/Lights/index";
  65576. export * from "babylonjs/Loading/index";
  65577. export * from "babylonjs/Materials/index";
  65578. export * from "babylonjs/Maths/index";
  65579. export * from "babylonjs/Meshes/index";
  65580. export * from "babylonjs/Morph/index";
  65581. export * from "babylonjs/Navigation/index";
  65582. export * from "babylonjs/node";
  65583. export * from "babylonjs/Offline/index";
  65584. export * from "babylonjs/Particles/index";
  65585. export * from "babylonjs/Physics/index";
  65586. export * from "babylonjs/PostProcesses/index";
  65587. export * from "babylonjs/Probes/index";
  65588. export * from "babylonjs/Rendering/index";
  65589. export * from "babylonjs/scene";
  65590. export * from "babylonjs/sceneComponent";
  65591. export * from "babylonjs/Sprites/index";
  65592. export * from "babylonjs/States/index";
  65593. export * from "babylonjs/Misc/index";
  65594. export * from "babylonjs/types";
  65595. }
  65596. declare module "babylonjs/Animations/pathCursor" {
  65597. import { Vector3 } from "babylonjs/Maths/math.vector";
  65598. import { Path2 } from "babylonjs/Maths/math.path";
  65599. /**
  65600. * A cursor which tracks a point on a path
  65601. */
  65602. export class PathCursor {
  65603. private path;
  65604. /**
  65605. * Stores path cursor callbacks for when an onchange event is triggered
  65606. */
  65607. private _onchange;
  65608. /**
  65609. * The value of the path cursor
  65610. */
  65611. value: number;
  65612. /**
  65613. * The animation array of the path cursor
  65614. */
  65615. animations: Animation[];
  65616. /**
  65617. * Initializes the path cursor
  65618. * @param path The path to track
  65619. */
  65620. constructor(path: Path2);
  65621. /**
  65622. * Gets the cursor point on the path
  65623. * @returns A point on the path cursor at the cursor location
  65624. */
  65625. getPoint(): Vector3;
  65626. /**
  65627. * Moves the cursor ahead by the step amount
  65628. * @param step The amount to move the cursor forward
  65629. * @returns This path cursor
  65630. */
  65631. moveAhead(step?: number): PathCursor;
  65632. /**
  65633. * Moves the cursor behind by the step amount
  65634. * @param step The amount to move the cursor back
  65635. * @returns This path cursor
  65636. */
  65637. moveBack(step?: number): PathCursor;
  65638. /**
  65639. * Moves the cursor by the step amount
  65640. * If the step amount is greater than one, an exception is thrown
  65641. * @param step The amount to move the cursor
  65642. * @returns This path cursor
  65643. */
  65644. move(step: number): PathCursor;
  65645. /**
  65646. * Ensures that the value is limited between zero and one
  65647. * @returns This path cursor
  65648. */
  65649. private ensureLimits;
  65650. /**
  65651. * Runs onchange callbacks on change (used by the animation engine)
  65652. * @returns This path cursor
  65653. */
  65654. private raiseOnChange;
  65655. /**
  65656. * Executes a function on change
  65657. * @param f A path cursor onchange callback
  65658. * @returns This path cursor
  65659. */
  65660. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65661. }
  65662. }
  65663. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65664. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65665. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65666. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65667. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65668. }
  65669. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65670. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65671. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65672. }
  65673. declare module "babylonjs/Engines/Processors/index" {
  65674. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65675. export * from "babylonjs/Engines/Processors/Expressions/index";
  65676. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65677. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65678. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65679. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65680. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65681. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65682. }
  65683. declare module "babylonjs/Legacy/legacy" {
  65684. import * as Babylon from "babylonjs/index";
  65685. export * from "babylonjs/index";
  65686. }
  65687. declare module "babylonjs/Shaders/blur.fragment" {
  65688. /** @hidden */
  65689. export var blurPixelShader: {
  65690. name: string;
  65691. shader: string;
  65692. };
  65693. }
  65694. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65695. /** @hidden */
  65696. export var pointCloudVertexDeclaration: {
  65697. name: string;
  65698. shader: string;
  65699. };
  65700. }
  65701. declare module "babylonjs" {
  65702. export * from "babylonjs/Legacy/legacy";
  65703. }
  65704. declare module BABYLON {
  65705. /** Alias type for value that can be null */
  65706. export type Nullable<T> = T | null;
  65707. /**
  65708. * Alias type for number that are floats
  65709. * @ignorenaming
  65710. */
  65711. export type float = number;
  65712. /**
  65713. * Alias type for number that are doubles.
  65714. * @ignorenaming
  65715. */
  65716. export type double = number;
  65717. /**
  65718. * Alias type for number that are integer
  65719. * @ignorenaming
  65720. */
  65721. export type int = number;
  65722. /** Alias type for number array or Float32Array */
  65723. export type FloatArray = number[] | Float32Array;
  65724. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65725. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65726. /**
  65727. * Alias for types that can be used by a Buffer or VertexBuffer.
  65728. */
  65729. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65730. /**
  65731. * Alias type for primitive types
  65732. * @ignorenaming
  65733. */
  65734. type Primitive = undefined | null | boolean | string | number | Function;
  65735. /**
  65736. * Type modifier to make all the properties of an object Readonly
  65737. */
  65738. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65739. /**
  65740. * Type modifier to make all the properties of an object Readonly recursively
  65741. */
  65742. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65743. /** @hidden */
  65744. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65745. }
  65746. /** @hidden */
  65747. /** @hidden */
  65748. type DeepImmutableObject<T> = {
  65749. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65750. };
  65751. }
  65752. declare module BABYLON {
  65753. /**
  65754. * A class serves as a medium between the observable and its observers
  65755. */
  65756. export class EventState {
  65757. /**
  65758. * Create a new EventState
  65759. * @param mask defines the mask associated with this state
  65760. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65761. * @param target defines the original target of the state
  65762. * @param currentTarget defines the current target of the state
  65763. */
  65764. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65765. /**
  65766. * Initialize the current event state
  65767. * @param mask defines the mask associated with this state
  65768. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65769. * @param target defines the original target of the state
  65770. * @param currentTarget defines the current target of the state
  65771. * @returns the current event state
  65772. */
  65773. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65774. /**
  65775. * An Observer can set this property to true to prevent subsequent observers of being notified
  65776. */
  65777. skipNextObservers: boolean;
  65778. /**
  65779. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65780. */
  65781. mask: number;
  65782. /**
  65783. * The object that originally notified the event
  65784. */
  65785. target?: any;
  65786. /**
  65787. * The current object in the bubbling phase
  65788. */
  65789. currentTarget?: any;
  65790. /**
  65791. * This will be populated with the return value of the last function that was executed.
  65792. * If it is the first function in the callback chain it will be the event data.
  65793. */
  65794. lastReturnValue?: any;
  65795. }
  65796. /**
  65797. * Represent an Observer registered to a given Observable object.
  65798. */
  65799. export class Observer<T> {
  65800. /**
  65801. * Defines the callback to call when the observer is notified
  65802. */
  65803. callback: (eventData: T, eventState: EventState) => void;
  65804. /**
  65805. * Defines the mask of the observer (used to filter notifications)
  65806. */
  65807. mask: number;
  65808. /**
  65809. * Defines the current scope used to restore the JS context
  65810. */
  65811. scope: any;
  65812. /** @hidden */
  65813. _willBeUnregistered: boolean;
  65814. /**
  65815. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65816. */
  65817. unregisterOnNextCall: boolean;
  65818. /**
  65819. * Creates a new observer
  65820. * @param callback defines the callback to call when the observer is notified
  65821. * @param mask defines the mask of the observer (used to filter notifications)
  65822. * @param scope defines the current scope used to restore the JS context
  65823. */
  65824. constructor(
  65825. /**
  65826. * Defines the callback to call when the observer is notified
  65827. */
  65828. callback: (eventData: T, eventState: EventState) => void,
  65829. /**
  65830. * Defines the mask of the observer (used to filter notifications)
  65831. */
  65832. mask: number,
  65833. /**
  65834. * Defines the current scope used to restore the JS context
  65835. */
  65836. scope?: any);
  65837. }
  65838. /**
  65839. * Represent a list of observers registered to multiple Observables object.
  65840. */
  65841. export class MultiObserver<T> {
  65842. private _observers;
  65843. private _observables;
  65844. /**
  65845. * Release associated resources
  65846. */
  65847. dispose(): void;
  65848. /**
  65849. * Raise a callback when one of the observable will notify
  65850. * @param observables defines a list of observables to watch
  65851. * @param callback defines the callback to call on notification
  65852. * @param mask defines the mask used to filter notifications
  65853. * @param scope defines the current scope used to restore the JS context
  65854. * @returns the new MultiObserver
  65855. */
  65856. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65857. }
  65858. /**
  65859. * The Observable class is a simple implementation of the Observable pattern.
  65860. *
  65861. * 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.
  65862. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65863. * 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).
  65864. * 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.
  65865. */
  65866. export class Observable<T> {
  65867. private _observers;
  65868. private _eventState;
  65869. private _onObserverAdded;
  65870. /**
  65871. * Gets the list of observers
  65872. */
  65873. readonly observers: Array<Observer<T>>;
  65874. /**
  65875. * Creates a new observable
  65876. * @param onObserverAdded defines a callback to call when a new observer is added
  65877. */
  65878. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65879. /**
  65880. * Create a new Observer with the specified callback
  65881. * @param callback the callback that will be executed for that Observer
  65882. * @param mask the mask used to filter observers
  65883. * @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.
  65884. * @param scope optional scope for the callback to be called from
  65885. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65886. * @returns the new observer created for the callback
  65887. */
  65888. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65889. /**
  65890. * Create a new Observer with the specified callback and unregisters after the next notification
  65891. * @param callback the callback that will be executed for that Observer
  65892. * @returns the new observer created for the callback
  65893. */
  65894. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65895. /**
  65896. * Remove an Observer from the Observable object
  65897. * @param observer the instance of the Observer to remove
  65898. * @returns false if it doesn't belong to this Observable
  65899. */
  65900. remove(observer: Nullable<Observer<T>>): boolean;
  65901. /**
  65902. * Remove a callback from the Observable object
  65903. * @param callback the callback to remove
  65904. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65905. * @returns false if it doesn't belong to this Observable
  65906. */
  65907. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65908. private _deferUnregister;
  65909. private _remove;
  65910. /**
  65911. * Moves the observable to the top of the observer list making it get called first when notified
  65912. * @param observer the observer to move
  65913. */
  65914. makeObserverTopPriority(observer: Observer<T>): void;
  65915. /**
  65916. * Moves the observable to the bottom of the observer list making it get called last when notified
  65917. * @param observer the observer to move
  65918. */
  65919. makeObserverBottomPriority(observer: Observer<T>): void;
  65920. /**
  65921. * Notify all Observers by calling their respective callback with the given data
  65922. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65923. * @param eventData defines the data to send to all observers
  65924. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65925. * @param target defines the original target of the state
  65926. * @param currentTarget defines the current target of the state
  65927. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65928. */
  65929. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65930. /**
  65931. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65932. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65933. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65934. * and it is crucial that all callbacks will be executed.
  65935. * The order of the callbacks is kept, callbacks are not executed parallel.
  65936. *
  65937. * @param eventData The data to be sent to each callback
  65938. * @param mask is used to filter observers defaults to -1
  65939. * @param target defines the callback target (see EventState)
  65940. * @param currentTarget defines he current object in the bubbling phase
  65941. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65942. */
  65943. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65944. /**
  65945. * Notify a specific observer
  65946. * @param observer defines the observer to notify
  65947. * @param eventData defines the data to be sent to each callback
  65948. * @param mask is used to filter observers defaults to -1
  65949. */
  65950. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65951. /**
  65952. * Gets a boolean indicating if the observable has at least one observer
  65953. * @returns true is the Observable has at least one Observer registered
  65954. */
  65955. hasObservers(): boolean;
  65956. /**
  65957. * Clear the list of observers
  65958. */
  65959. clear(): void;
  65960. /**
  65961. * Clone the current observable
  65962. * @returns a new observable
  65963. */
  65964. clone(): Observable<T>;
  65965. /**
  65966. * Does this observable handles observer registered with a given mask
  65967. * @param mask defines the mask to be tested
  65968. * @return whether or not one observer registered with the given mask is handeled
  65969. **/
  65970. hasSpecificMask(mask?: number): boolean;
  65971. }
  65972. }
  65973. declare module BABYLON {
  65974. /**
  65975. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65976. * Babylon.js
  65977. */
  65978. export class DomManagement {
  65979. /**
  65980. * Checks if the window object exists
  65981. * @returns true if the window object exists
  65982. */
  65983. static IsWindowObjectExist(): boolean;
  65984. /**
  65985. * Checks if the navigator object exists
  65986. * @returns true if the navigator object exists
  65987. */
  65988. static IsNavigatorAvailable(): boolean;
  65989. /**
  65990. * Extracts text content from a DOM element hierarchy
  65991. * @param element defines the root element
  65992. * @returns a string
  65993. */
  65994. static GetDOMTextContent(element: HTMLElement): string;
  65995. }
  65996. }
  65997. declare module BABYLON {
  65998. /**
  65999. * Logger used througouht the application to allow configuration of
  66000. * the log level required for the messages.
  66001. */
  66002. export class Logger {
  66003. /**
  66004. * No log
  66005. */
  66006. static readonly NoneLogLevel: number;
  66007. /**
  66008. * Only message logs
  66009. */
  66010. static readonly MessageLogLevel: number;
  66011. /**
  66012. * Only warning logs
  66013. */
  66014. static readonly WarningLogLevel: number;
  66015. /**
  66016. * Only error logs
  66017. */
  66018. static readonly ErrorLogLevel: number;
  66019. /**
  66020. * All logs
  66021. */
  66022. static readonly AllLogLevel: number;
  66023. private static _LogCache;
  66024. /**
  66025. * Gets a value indicating the number of loading errors
  66026. * @ignorenaming
  66027. */
  66028. static errorsCount: number;
  66029. /**
  66030. * Callback called when a new log is added
  66031. */
  66032. static OnNewCacheEntry: (entry: string) => void;
  66033. private static _AddLogEntry;
  66034. private static _FormatMessage;
  66035. private static _LogDisabled;
  66036. private static _LogEnabled;
  66037. private static _WarnDisabled;
  66038. private static _WarnEnabled;
  66039. private static _ErrorDisabled;
  66040. private static _ErrorEnabled;
  66041. /**
  66042. * Log a message to the console
  66043. */
  66044. static Log: (message: string) => void;
  66045. /**
  66046. * Write a warning message to the console
  66047. */
  66048. static Warn: (message: string) => void;
  66049. /**
  66050. * Write an error message to the console
  66051. */
  66052. static Error: (message: string) => void;
  66053. /**
  66054. * Gets current log cache (list of logs)
  66055. */
  66056. static readonly LogCache: string;
  66057. /**
  66058. * Clears the log cache
  66059. */
  66060. static ClearLogCache(): void;
  66061. /**
  66062. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  66063. */
  66064. static LogLevels: number;
  66065. }
  66066. }
  66067. declare module BABYLON {
  66068. /** @hidden */
  66069. export class _TypeStore {
  66070. /** @hidden */
  66071. static RegisteredTypes: {
  66072. [key: string]: Object;
  66073. };
  66074. /** @hidden */
  66075. static GetClass(fqdn: string): any;
  66076. }
  66077. }
  66078. declare module BABYLON {
  66079. /**
  66080. * Class containing a set of static utilities functions for deep copy.
  66081. */
  66082. export class DeepCopier {
  66083. /**
  66084. * Tries to copy an object by duplicating every property
  66085. * @param source defines the source object
  66086. * @param destination defines the target object
  66087. * @param doNotCopyList defines a list of properties to avoid
  66088. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  66089. */
  66090. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  66091. }
  66092. }
  66093. declare module BABYLON {
  66094. /**
  66095. * Class containing a set of static utilities functions for precision date
  66096. */
  66097. export class PrecisionDate {
  66098. /**
  66099. * Gets either window.performance.now() if supported or Date.now() else
  66100. */
  66101. static readonly Now: number;
  66102. }
  66103. }
  66104. declare module BABYLON {
  66105. /** @hidden */
  66106. export class _DevTools {
  66107. static WarnImport(name: string): string;
  66108. }
  66109. }
  66110. declare module BABYLON {
  66111. /**
  66112. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  66113. */
  66114. export class WebRequest {
  66115. private _xhr;
  66116. /**
  66117. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  66118. * i.e. when loading files, where the server/service expects an Authorization header
  66119. */
  66120. static CustomRequestHeaders: {
  66121. [key: string]: string;
  66122. };
  66123. /**
  66124. * Add callback functions in this array to update all the requests before they get sent to the network
  66125. */
  66126. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  66127. private _injectCustomRequestHeaders;
  66128. /**
  66129. * Gets or sets a function to be called when loading progress changes
  66130. */
  66131. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  66132. /**
  66133. * Returns client's state
  66134. */
  66135. readonly readyState: number;
  66136. /**
  66137. * Returns client's status
  66138. */
  66139. readonly status: number;
  66140. /**
  66141. * Returns client's status as a text
  66142. */
  66143. readonly statusText: string;
  66144. /**
  66145. * Returns client's response
  66146. */
  66147. readonly response: any;
  66148. /**
  66149. * Returns client's response url
  66150. */
  66151. readonly responseURL: string;
  66152. /**
  66153. * Returns client's response as text
  66154. */
  66155. readonly responseText: string;
  66156. /**
  66157. * Gets or sets the expected response type
  66158. */
  66159. responseType: XMLHttpRequestResponseType;
  66160. /** @hidden */
  66161. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  66162. /** @hidden */
  66163. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  66164. /**
  66165. * Cancels any network activity
  66166. */
  66167. abort(): void;
  66168. /**
  66169. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  66170. * @param body defines an optional request body
  66171. */
  66172. send(body?: Document | BodyInit | null): void;
  66173. /**
  66174. * Sets the request method, request URL
  66175. * @param method defines the method to use (GET, POST, etc..)
  66176. * @param url defines the url to connect with
  66177. */
  66178. open(method: string, url: string): void;
  66179. }
  66180. }
  66181. declare module BABYLON {
  66182. /**
  66183. * File request interface
  66184. */
  66185. export interface IFileRequest {
  66186. /**
  66187. * Raised when the request is complete (success or error).
  66188. */
  66189. onCompleteObservable: Observable<IFileRequest>;
  66190. /**
  66191. * Aborts the request for a file.
  66192. */
  66193. abort: () => void;
  66194. }
  66195. }
  66196. declare module BABYLON {
  66197. /**
  66198. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66199. */
  66200. export class PerformanceMonitor {
  66201. private _enabled;
  66202. private _rollingFrameTime;
  66203. private _lastFrameTimeMs;
  66204. /**
  66205. * constructor
  66206. * @param frameSampleSize The number of samples required to saturate the sliding window
  66207. */
  66208. constructor(frameSampleSize?: number);
  66209. /**
  66210. * Samples current frame
  66211. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66212. */
  66213. sampleFrame(timeMs?: number): void;
  66214. /**
  66215. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66216. */
  66217. readonly averageFrameTime: number;
  66218. /**
  66219. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66220. */
  66221. readonly averageFrameTimeVariance: number;
  66222. /**
  66223. * Returns the frame time of the most recent frame
  66224. */
  66225. readonly instantaneousFrameTime: number;
  66226. /**
  66227. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66228. */
  66229. readonly averageFPS: number;
  66230. /**
  66231. * Returns the average framerate in frames per second using the most recent frame time
  66232. */
  66233. readonly instantaneousFPS: number;
  66234. /**
  66235. * Returns true if enough samples have been taken to completely fill the sliding window
  66236. */
  66237. readonly isSaturated: boolean;
  66238. /**
  66239. * Enables contributions to the sliding window sample set
  66240. */
  66241. enable(): void;
  66242. /**
  66243. * Disables contributions to the sliding window sample set
  66244. * Samples will not be interpolated over the disabled period
  66245. */
  66246. disable(): void;
  66247. /**
  66248. * Returns true if sampling is enabled
  66249. */
  66250. readonly isEnabled: boolean;
  66251. /**
  66252. * Resets performance monitor
  66253. */
  66254. reset(): void;
  66255. }
  66256. /**
  66257. * RollingAverage
  66258. *
  66259. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66260. */
  66261. export class RollingAverage {
  66262. /**
  66263. * Current average
  66264. */
  66265. average: number;
  66266. /**
  66267. * Current variance
  66268. */
  66269. variance: number;
  66270. protected _samples: Array<number>;
  66271. protected _sampleCount: number;
  66272. protected _pos: number;
  66273. protected _m2: number;
  66274. /**
  66275. * constructor
  66276. * @param length The number of samples required to saturate the sliding window
  66277. */
  66278. constructor(length: number);
  66279. /**
  66280. * Adds a sample to the sample set
  66281. * @param v The sample value
  66282. */
  66283. add(v: number): void;
  66284. /**
  66285. * Returns previously added values or null if outside of history or outside the sliding window domain
  66286. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66287. * @return Value previously recorded with add() or null if outside of range
  66288. */
  66289. history(i: number): number;
  66290. /**
  66291. * Returns true if enough samples have been taken to completely fill the sliding window
  66292. * @return true if sample-set saturated
  66293. */
  66294. isSaturated(): boolean;
  66295. /**
  66296. * Resets the rolling average (equivalent to 0 samples taken so far)
  66297. */
  66298. reset(): void;
  66299. /**
  66300. * Wraps a value around the sample range boundaries
  66301. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66302. * @return Wrapped position in sample range
  66303. */
  66304. protected _wrapPosition(i: number): number;
  66305. }
  66306. }
  66307. declare module BABYLON {
  66308. /**
  66309. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66310. * The underlying implementation relies on an associative array to ensure the best performances.
  66311. * The value can be anything including 'null' but except 'undefined'
  66312. */
  66313. export class StringDictionary<T> {
  66314. /**
  66315. * This will clear this dictionary and copy the content from the 'source' one.
  66316. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66317. * @param source the dictionary to take the content from and copy to this dictionary
  66318. */
  66319. copyFrom(source: StringDictionary<T>): void;
  66320. /**
  66321. * Get a value based from its key
  66322. * @param key the given key to get the matching value from
  66323. * @return the value if found, otherwise undefined is returned
  66324. */
  66325. get(key: string): T | undefined;
  66326. /**
  66327. * Get a value from its key or add it if it doesn't exist.
  66328. * This method will ensure you that a given key/data will be present in the dictionary.
  66329. * @param key the given key to get the matching value from
  66330. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66331. * The factory will only be invoked if there's no data for the given key.
  66332. * @return the value corresponding to the key.
  66333. */
  66334. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66335. /**
  66336. * Get a value from its key if present in the dictionary otherwise add it
  66337. * @param key the key to get the value from
  66338. * @param val if there's no such key/value pair in the dictionary add it with this value
  66339. * @return the value corresponding to the key
  66340. */
  66341. getOrAdd(key: string, val: T): T;
  66342. /**
  66343. * Check if there's a given key in the dictionary
  66344. * @param key the key to check for
  66345. * @return true if the key is present, false otherwise
  66346. */
  66347. contains(key: string): boolean;
  66348. /**
  66349. * Add a new key and its corresponding value
  66350. * @param key the key to add
  66351. * @param value the value corresponding to the key
  66352. * @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
  66353. */
  66354. add(key: string, value: T): boolean;
  66355. /**
  66356. * Update a specific value associated to a key
  66357. * @param key defines the key to use
  66358. * @param value defines the value to store
  66359. * @returns true if the value was updated (or false if the key was not found)
  66360. */
  66361. set(key: string, value: T): boolean;
  66362. /**
  66363. * Get the element of the given key and remove it from the dictionary
  66364. * @param key defines the key to search
  66365. * @returns the value associated with the key or null if not found
  66366. */
  66367. getAndRemove(key: string): Nullable<T>;
  66368. /**
  66369. * Remove a key/value from the dictionary.
  66370. * @param key the key to remove
  66371. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66372. */
  66373. remove(key: string): boolean;
  66374. /**
  66375. * Clear the whole content of the dictionary
  66376. */
  66377. clear(): void;
  66378. /**
  66379. * Gets the current count
  66380. */
  66381. readonly count: number;
  66382. /**
  66383. * Execute a callback on each key/val of the dictionary.
  66384. * Note that you can remove any element in this dictionary in the callback implementation
  66385. * @param callback the callback to execute on a given key/value pair
  66386. */
  66387. forEach(callback: (key: string, val: T) => void): void;
  66388. /**
  66389. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66390. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66391. * Note that you can remove any element in this dictionary in the callback implementation
  66392. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66393. * @returns the first item
  66394. */
  66395. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66396. private _count;
  66397. private _data;
  66398. }
  66399. }
  66400. declare module BABYLON {
  66401. /**
  66402. * Class used to store gfx data (like WebGLBuffer)
  66403. */
  66404. export class DataBuffer {
  66405. /**
  66406. * Gets or sets the number of objects referencing this buffer
  66407. */
  66408. references: number;
  66409. /** Gets or sets the size of the underlying buffer */
  66410. capacity: number;
  66411. /**
  66412. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66413. */
  66414. is32Bits: boolean;
  66415. /**
  66416. * Gets the underlying buffer
  66417. */
  66418. readonly underlyingResource: any;
  66419. }
  66420. }
  66421. declare module BABYLON {
  66422. /**
  66423. * Class used to store data that will be store in GPU memory
  66424. */
  66425. export class Buffer {
  66426. private _engine;
  66427. private _buffer;
  66428. /** @hidden */
  66429. _data: Nullable<DataArray>;
  66430. private _updatable;
  66431. private _instanced;
  66432. /**
  66433. * Gets the byte stride.
  66434. */
  66435. readonly byteStride: number;
  66436. /**
  66437. * Constructor
  66438. * @param engine the engine
  66439. * @param data the data to use for this buffer
  66440. * @param updatable whether the data is updatable
  66441. * @param stride the stride (optional)
  66442. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66443. * @param instanced whether the buffer is instanced (optional)
  66444. * @param useBytes set to true if the stride in in bytes (optional)
  66445. */
  66446. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66447. /**
  66448. * Create a new VertexBuffer based on the current buffer
  66449. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66450. * @param offset defines offset in the buffer (0 by default)
  66451. * @param size defines the size in floats of attributes (position is 3 for instance)
  66452. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66453. * @param instanced defines if the vertex buffer contains indexed data
  66454. * @param useBytes defines if the offset and stride are in bytes
  66455. * @returns the new vertex buffer
  66456. */
  66457. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66458. /**
  66459. * Gets a boolean indicating if the Buffer is updatable?
  66460. * @returns true if the buffer is updatable
  66461. */
  66462. isUpdatable(): boolean;
  66463. /**
  66464. * Gets current buffer's data
  66465. * @returns a DataArray or null
  66466. */
  66467. getData(): Nullable<DataArray>;
  66468. /**
  66469. * Gets underlying native buffer
  66470. * @returns underlying native buffer
  66471. */
  66472. getBuffer(): Nullable<DataBuffer>;
  66473. /**
  66474. * Gets the stride in float32 units (i.e. byte stride / 4).
  66475. * May not be an integer if the byte stride is not divisible by 4.
  66476. * DEPRECATED. Use byteStride instead.
  66477. * @returns the stride in float32 units
  66478. */
  66479. getStrideSize(): number;
  66480. /**
  66481. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66482. * @param data defines the data to store
  66483. */
  66484. create(data?: Nullable<DataArray>): void;
  66485. /** @hidden */
  66486. _rebuild(): void;
  66487. /**
  66488. * Update current buffer data
  66489. * @param data defines the data to store
  66490. */
  66491. update(data: DataArray): void;
  66492. /**
  66493. * Updates the data directly.
  66494. * @param data the new data
  66495. * @param offset the new offset
  66496. * @param vertexCount the vertex count (optional)
  66497. * @param useBytes set to true if the offset is in bytes
  66498. */
  66499. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66500. /**
  66501. * Release all resources
  66502. */
  66503. dispose(): void;
  66504. }
  66505. /**
  66506. * Specialized buffer used to store vertex data
  66507. */
  66508. export class VertexBuffer {
  66509. /** @hidden */
  66510. _buffer: Buffer;
  66511. private _kind;
  66512. private _size;
  66513. private _ownsBuffer;
  66514. private _instanced;
  66515. private _instanceDivisor;
  66516. /**
  66517. * The byte type.
  66518. */
  66519. static readonly BYTE: number;
  66520. /**
  66521. * The unsigned byte type.
  66522. */
  66523. static readonly UNSIGNED_BYTE: number;
  66524. /**
  66525. * The short type.
  66526. */
  66527. static readonly SHORT: number;
  66528. /**
  66529. * The unsigned short type.
  66530. */
  66531. static readonly UNSIGNED_SHORT: number;
  66532. /**
  66533. * The integer type.
  66534. */
  66535. static readonly INT: number;
  66536. /**
  66537. * The unsigned integer type.
  66538. */
  66539. static readonly UNSIGNED_INT: number;
  66540. /**
  66541. * The float type.
  66542. */
  66543. static readonly FLOAT: number;
  66544. /**
  66545. * Gets or sets the instance divisor when in instanced mode
  66546. */
  66547. instanceDivisor: number;
  66548. /**
  66549. * Gets the byte stride.
  66550. */
  66551. readonly byteStride: number;
  66552. /**
  66553. * Gets the byte offset.
  66554. */
  66555. readonly byteOffset: number;
  66556. /**
  66557. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66558. */
  66559. readonly normalized: boolean;
  66560. /**
  66561. * Gets the data type of each component in the array.
  66562. */
  66563. readonly type: number;
  66564. /**
  66565. * Constructor
  66566. * @param engine the engine
  66567. * @param data the data to use for this vertex buffer
  66568. * @param kind the vertex buffer kind
  66569. * @param updatable whether the data is updatable
  66570. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66571. * @param stride the stride (optional)
  66572. * @param instanced whether the buffer is instanced (optional)
  66573. * @param offset the offset of the data (optional)
  66574. * @param size the number of components (optional)
  66575. * @param type the type of the component (optional)
  66576. * @param normalized whether the data contains normalized data (optional)
  66577. * @param useBytes set to true if stride and offset are in bytes (optional)
  66578. */
  66579. 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);
  66580. /** @hidden */
  66581. _rebuild(): void;
  66582. /**
  66583. * Returns the kind of the VertexBuffer (string)
  66584. * @returns a string
  66585. */
  66586. getKind(): string;
  66587. /**
  66588. * Gets a boolean indicating if the VertexBuffer is updatable?
  66589. * @returns true if the buffer is updatable
  66590. */
  66591. isUpdatable(): boolean;
  66592. /**
  66593. * Gets current buffer's data
  66594. * @returns a DataArray or null
  66595. */
  66596. getData(): Nullable<DataArray>;
  66597. /**
  66598. * Gets underlying native buffer
  66599. * @returns underlying native buffer
  66600. */
  66601. getBuffer(): Nullable<DataBuffer>;
  66602. /**
  66603. * Gets the stride in float32 units (i.e. byte stride / 4).
  66604. * May not be an integer if the byte stride is not divisible by 4.
  66605. * DEPRECATED. Use byteStride instead.
  66606. * @returns the stride in float32 units
  66607. */
  66608. getStrideSize(): number;
  66609. /**
  66610. * Returns the offset as a multiple of the type byte length.
  66611. * DEPRECATED. Use byteOffset instead.
  66612. * @returns the offset in bytes
  66613. */
  66614. getOffset(): number;
  66615. /**
  66616. * Returns the number of components per vertex attribute (integer)
  66617. * @returns the size in float
  66618. */
  66619. getSize(): number;
  66620. /**
  66621. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66622. * @returns true if this buffer is instanced
  66623. */
  66624. getIsInstanced(): boolean;
  66625. /**
  66626. * Returns the instancing divisor, zero for non-instanced (integer).
  66627. * @returns a number
  66628. */
  66629. getInstanceDivisor(): number;
  66630. /**
  66631. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66632. * @param data defines the data to store
  66633. */
  66634. create(data?: DataArray): void;
  66635. /**
  66636. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66637. * This function will create a new buffer if the current one is not updatable
  66638. * @param data defines the data to store
  66639. */
  66640. update(data: DataArray): void;
  66641. /**
  66642. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66643. * Returns the directly updated WebGLBuffer.
  66644. * @param data the new data
  66645. * @param offset the new offset
  66646. * @param useBytes set to true if the offset is in bytes
  66647. */
  66648. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66649. /**
  66650. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66651. */
  66652. dispose(): void;
  66653. /**
  66654. * Enumerates each value of this vertex buffer as numbers.
  66655. * @param count the number of values to enumerate
  66656. * @param callback the callback function called for each value
  66657. */
  66658. forEach(count: number, callback: (value: number, index: number) => void): void;
  66659. /**
  66660. * Positions
  66661. */
  66662. static readonly PositionKind: string;
  66663. /**
  66664. * Normals
  66665. */
  66666. static readonly NormalKind: string;
  66667. /**
  66668. * Tangents
  66669. */
  66670. static readonly TangentKind: string;
  66671. /**
  66672. * Texture coordinates
  66673. */
  66674. static readonly UVKind: string;
  66675. /**
  66676. * Texture coordinates 2
  66677. */
  66678. static readonly UV2Kind: string;
  66679. /**
  66680. * Texture coordinates 3
  66681. */
  66682. static readonly UV3Kind: string;
  66683. /**
  66684. * Texture coordinates 4
  66685. */
  66686. static readonly UV4Kind: string;
  66687. /**
  66688. * Texture coordinates 5
  66689. */
  66690. static readonly UV5Kind: string;
  66691. /**
  66692. * Texture coordinates 6
  66693. */
  66694. static readonly UV6Kind: string;
  66695. /**
  66696. * Colors
  66697. */
  66698. static readonly ColorKind: string;
  66699. /**
  66700. * Matrix indices (for bones)
  66701. */
  66702. static readonly MatricesIndicesKind: string;
  66703. /**
  66704. * Matrix weights (for bones)
  66705. */
  66706. static readonly MatricesWeightsKind: string;
  66707. /**
  66708. * Additional matrix indices (for bones)
  66709. */
  66710. static readonly MatricesIndicesExtraKind: string;
  66711. /**
  66712. * Additional matrix weights (for bones)
  66713. */
  66714. static readonly MatricesWeightsExtraKind: string;
  66715. /**
  66716. * Deduces the stride given a kind.
  66717. * @param kind The kind string to deduce
  66718. * @returns The deduced stride
  66719. */
  66720. static DeduceStride(kind: string): number;
  66721. /**
  66722. * Gets the byte length of the given type.
  66723. * @param type the type
  66724. * @returns the number of bytes
  66725. */
  66726. static GetTypeByteLength(type: number): number;
  66727. /**
  66728. * Enumerates each value of the given parameters as numbers.
  66729. * @param data the data to enumerate
  66730. * @param byteOffset the byte offset of the data
  66731. * @param byteStride the byte stride of the data
  66732. * @param componentCount the number of components per element
  66733. * @param componentType the type of the component
  66734. * @param count the number of values to enumerate
  66735. * @param normalized whether the data is normalized
  66736. * @param callback the callback function called for each value
  66737. */
  66738. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66739. private static _GetFloatValue;
  66740. }
  66741. }
  66742. declare module BABYLON {
  66743. /**
  66744. * Scalar computation library
  66745. */
  66746. export class Scalar {
  66747. /**
  66748. * Two pi constants convenient for computation.
  66749. */
  66750. static TwoPi: number;
  66751. /**
  66752. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66753. * @param a number
  66754. * @param b number
  66755. * @param epsilon (default = 1.401298E-45)
  66756. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66757. */
  66758. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66759. /**
  66760. * Returns a string : the upper case translation of the number i to hexadecimal.
  66761. * @param i number
  66762. * @returns the upper case translation of the number i to hexadecimal.
  66763. */
  66764. static ToHex(i: number): string;
  66765. /**
  66766. * Returns -1 if value is negative and +1 is value is positive.
  66767. * @param value the value
  66768. * @returns the value itself if it's equal to zero.
  66769. */
  66770. static Sign(value: number): number;
  66771. /**
  66772. * Returns the value itself if it's between min and max.
  66773. * Returns min if the value is lower than min.
  66774. * Returns max if the value is greater than max.
  66775. * @param value the value to clmap
  66776. * @param min the min value to clamp to (default: 0)
  66777. * @param max the max value to clamp to (default: 1)
  66778. * @returns the clamped value
  66779. */
  66780. static Clamp(value: number, min?: number, max?: number): number;
  66781. /**
  66782. * the log2 of value.
  66783. * @param value the value to compute log2 of
  66784. * @returns the log2 of value.
  66785. */
  66786. static Log2(value: number): number;
  66787. /**
  66788. * Loops the value, so that it is never larger than length and never smaller than 0.
  66789. *
  66790. * This is similar to the modulo operator but it works with floating point numbers.
  66791. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66792. * With t = 5 and length = 2.5, the result would be 0.0.
  66793. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66794. * @param value the value
  66795. * @param length the length
  66796. * @returns the looped value
  66797. */
  66798. static Repeat(value: number, length: number): number;
  66799. /**
  66800. * Normalize the value between 0.0 and 1.0 using min and max values
  66801. * @param value value to normalize
  66802. * @param min max to normalize between
  66803. * @param max min to normalize between
  66804. * @returns the normalized value
  66805. */
  66806. static Normalize(value: number, min: number, max: number): number;
  66807. /**
  66808. * Denormalize the value from 0.0 and 1.0 using min and max values
  66809. * @param normalized value to denormalize
  66810. * @param min max to denormalize between
  66811. * @param max min to denormalize between
  66812. * @returns the denormalized value
  66813. */
  66814. static Denormalize(normalized: number, min: number, max: number): number;
  66815. /**
  66816. * Calculates the shortest difference between two given angles given in degrees.
  66817. * @param current current angle in degrees
  66818. * @param target target angle in degrees
  66819. * @returns the delta
  66820. */
  66821. static DeltaAngle(current: number, target: number): number;
  66822. /**
  66823. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66824. * @param tx value
  66825. * @param length length
  66826. * @returns The returned value will move back and forth between 0 and length
  66827. */
  66828. static PingPong(tx: number, length: number): number;
  66829. /**
  66830. * Interpolates between min and max with smoothing at the limits.
  66831. *
  66832. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66833. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66834. * @param from from
  66835. * @param to to
  66836. * @param tx value
  66837. * @returns the smooth stepped value
  66838. */
  66839. static SmoothStep(from: number, to: number, tx: number): number;
  66840. /**
  66841. * Moves a value current towards target.
  66842. *
  66843. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66844. * Negative values of maxDelta pushes the value away from target.
  66845. * @param current current value
  66846. * @param target target value
  66847. * @param maxDelta max distance to move
  66848. * @returns resulting value
  66849. */
  66850. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66851. /**
  66852. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66853. *
  66854. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66855. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66856. * @param current current value
  66857. * @param target target value
  66858. * @param maxDelta max distance to move
  66859. * @returns resulting angle
  66860. */
  66861. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66862. /**
  66863. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66864. * @param start start value
  66865. * @param end target value
  66866. * @param amount amount to lerp between
  66867. * @returns the lerped value
  66868. */
  66869. static Lerp(start: number, end: number, amount: number): number;
  66870. /**
  66871. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66872. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66873. * @param start start value
  66874. * @param end target value
  66875. * @param amount amount to lerp between
  66876. * @returns the lerped value
  66877. */
  66878. static LerpAngle(start: number, end: number, amount: number): number;
  66879. /**
  66880. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66881. * @param a start value
  66882. * @param b target value
  66883. * @param value value between a and b
  66884. * @returns the inverseLerp value
  66885. */
  66886. static InverseLerp(a: number, b: number, value: number): number;
  66887. /**
  66888. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66889. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66890. * @param value1 spline value
  66891. * @param tangent1 spline value
  66892. * @param value2 spline value
  66893. * @param tangent2 spline value
  66894. * @param amount input value
  66895. * @returns hermite result
  66896. */
  66897. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66898. /**
  66899. * Returns a random float number between and min and max values
  66900. * @param min min value of random
  66901. * @param max max value of random
  66902. * @returns random value
  66903. */
  66904. static RandomRange(min: number, max: number): number;
  66905. /**
  66906. * This function returns percentage of a number in a given range.
  66907. *
  66908. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66909. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66910. * @param number to convert to percentage
  66911. * @param min min range
  66912. * @param max max range
  66913. * @returns the percentage
  66914. */
  66915. static RangeToPercent(number: number, min: number, max: number): number;
  66916. /**
  66917. * This function returns number that corresponds to the percentage in a given range.
  66918. *
  66919. * PercentToRange(0.34,0,100) will return 34.
  66920. * @param percent to convert to number
  66921. * @param min min range
  66922. * @param max max range
  66923. * @returns the number
  66924. */
  66925. static PercentToRange(percent: number, min: number, max: number): number;
  66926. /**
  66927. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66928. * @param angle The angle to normalize in radian.
  66929. * @return The converted angle.
  66930. */
  66931. static NormalizeRadians(angle: number): number;
  66932. }
  66933. }
  66934. declare module BABYLON {
  66935. /**
  66936. * Constant used to convert a value to gamma space
  66937. * @ignorenaming
  66938. */
  66939. export const ToGammaSpace: number;
  66940. /**
  66941. * Constant used to convert a value to linear space
  66942. * @ignorenaming
  66943. */
  66944. export const ToLinearSpace = 2.2;
  66945. /**
  66946. * Constant used to define the minimal number value in Babylon.js
  66947. * @ignorenaming
  66948. */
  66949. let Epsilon: number;
  66950. }
  66951. declare module BABYLON {
  66952. /**
  66953. * Class used to represent a viewport on screen
  66954. */
  66955. export class Viewport {
  66956. /** viewport left coordinate */
  66957. x: number;
  66958. /** viewport top coordinate */
  66959. y: number;
  66960. /**viewport width */
  66961. width: number;
  66962. /** viewport height */
  66963. height: number;
  66964. /**
  66965. * Creates a Viewport object located at (x, y) and sized (width, height)
  66966. * @param x defines viewport left coordinate
  66967. * @param y defines viewport top coordinate
  66968. * @param width defines the viewport width
  66969. * @param height defines the viewport height
  66970. */
  66971. constructor(
  66972. /** viewport left coordinate */
  66973. x: number,
  66974. /** viewport top coordinate */
  66975. y: number,
  66976. /**viewport width */
  66977. width: number,
  66978. /** viewport height */
  66979. height: number);
  66980. /**
  66981. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66982. * @param renderWidth defines the rendering width
  66983. * @param renderHeight defines the rendering height
  66984. * @returns a new Viewport
  66985. */
  66986. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66987. /**
  66988. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66989. * @param renderWidth defines the rendering width
  66990. * @param renderHeight defines the rendering height
  66991. * @param ref defines the target viewport
  66992. * @returns the current viewport
  66993. */
  66994. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66995. /**
  66996. * Returns a new Viewport copied from the current one
  66997. * @returns a new Viewport
  66998. */
  66999. clone(): Viewport;
  67000. }
  67001. }
  67002. declare module BABYLON {
  67003. /**
  67004. * Class containing a set of static utilities functions for arrays.
  67005. */
  67006. export class ArrayTools {
  67007. /**
  67008. * Returns an array of the given size filled with element built from the given constructor and the paramters
  67009. * @param size the number of element to construct and put in the array
  67010. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  67011. * @returns a new array filled with new objects
  67012. */
  67013. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  67014. }
  67015. }
  67016. declare module BABYLON {
  67017. /**
  67018. * @hidden
  67019. */
  67020. export interface IColor4Like {
  67021. r: float;
  67022. g: float;
  67023. b: float;
  67024. a: float;
  67025. }
  67026. /**
  67027. * @hidden
  67028. */
  67029. export interface IColor3Like {
  67030. r: float;
  67031. g: float;
  67032. b: float;
  67033. }
  67034. /**
  67035. * @hidden
  67036. */
  67037. export interface IVector4Like {
  67038. x: float;
  67039. y: float;
  67040. z: float;
  67041. w: float;
  67042. }
  67043. /**
  67044. * @hidden
  67045. */
  67046. export interface IVector3Like {
  67047. x: float;
  67048. y: float;
  67049. z: float;
  67050. }
  67051. /**
  67052. * @hidden
  67053. */
  67054. export interface IVector2Like {
  67055. x: float;
  67056. y: float;
  67057. }
  67058. /**
  67059. * @hidden
  67060. */
  67061. export interface IMatrixLike {
  67062. toArray(): DeepImmutable<Float32Array>;
  67063. updateFlag: int;
  67064. }
  67065. /**
  67066. * @hidden
  67067. */
  67068. export interface IViewportLike {
  67069. x: float;
  67070. y: float;
  67071. width: float;
  67072. height: float;
  67073. }
  67074. /**
  67075. * @hidden
  67076. */
  67077. export interface IPlaneLike {
  67078. normal: IVector3Like;
  67079. d: float;
  67080. normalize(): void;
  67081. }
  67082. }
  67083. declare module BABYLON {
  67084. /**
  67085. * Class representing a vector containing 2 coordinates
  67086. */
  67087. export class Vector2 {
  67088. /** defines the first coordinate */
  67089. x: number;
  67090. /** defines the second coordinate */
  67091. y: number;
  67092. /**
  67093. * Creates a new Vector2 from the given x and y coordinates
  67094. * @param x defines the first coordinate
  67095. * @param y defines the second coordinate
  67096. */
  67097. constructor(
  67098. /** defines the first coordinate */
  67099. x?: number,
  67100. /** defines the second coordinate */
  67101. y?: number);
  67102. /**
  67103. * Gets a string with the Vector2 coordinates
  67104. * @returns a string with the Vector2 coordinates
  67105. */
  67106. toString(): string;
  67107. /**
  67108. * Gets class name
  67109. * @returns the string "Vector2"
  67110. */
  67111. getClassName(): string;
  67112. /**
  67113. * Gets current vector hash code
  67114. * @returns the Vector2 hash code as a number
  67115. */
  67116. getHashCode(): number;
  67117. /**
  67118. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  67119. * @param array defines the source array
  67120. * @param index defines the offset in source array
  67121. * @returns the current Vector2
  67122. */
  67123. toArray(array: FloatArray, index?: number): Vector2;
  67124. /**
  67125. * Copy the current vector to an array
  67126. * @returns a new array with 2 elements: the Vector2 coordinates.
  67127. */
  67128. asArray(): number[];
  67129. /**
  67130. * Sets the Vector2 coordinates with the given Vector2 coordinates
  67131. * @param source defines the source Vector2
  67132. * @returns the current updated Vector2
  67133. */
  67134. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  67135. /**
  67136. * Sets the Vector2 coordinates with the given floats
  67137. * @param x defines the first coordinate
  67138. * @param y defines the second coordinate
  67139. * @returns the current updated Vector2
  67140. */
  67141. copyFromFloats(x: number, y: number): Vector2;
  67142. /**
  67143. * Sets the Vector2 coordinates with the given floats
  67144. * @param x defines the first coordinate
  67145. * @param y defines the second coordinate
  67146. * @returns the current updated Vector2
  67147. */
  67148. set(x: number, y: number): Vector2;
  67149. /**
  67150. * Add another vector with the current one
  67151. * @param otherVector defines the other vector
  67152. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  67153. */
  67154. add(otherVector: DeepImmutable<Vector2>): Vector2;
  67155. /**
  67156. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  67157. * @param otherVector defines the other vector
  67158. * @param result defines the target vector
  67159. * @returns the unmodified current Vector2
  67160. */
  67161. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67162. /**
  67163. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  67164. * @param otherVector defines the other vector
  67165. * @returns the current updated Vector2
  67166. */
  67167. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67168. /**
  67169. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  67170. * @param otherVector defines the other vector
  67171. * @returns a new Vector2
  67172. */
  67173. addVector3(otherVector: Vector3): Vector2;
  67174. /**
  67175. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  67176. * @param otherVector defines the other vector
  67177. * @returns a new Vector2
  67178. */
  67179. subtract(otherVector: Vector2): Vector2;
  67180. /**
  67181. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67182. * @param otherVector defines the other vector
  67183. * @param result defines the target vector
  67184. * @returns the unmodified current Vector2
  67185. */
  67186. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67187. /**
  67188. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67189. * @param otherVector defines the other vector
  67190. * @returns the current updated Vector2
  67191. */
  67192. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67193. /**
  67194. * Multiplies in place the current Vector2 coordinates by the given ones
  67195. * @param otherVector defines the other vector
  67196. * @returns the current updated Vector2
  67197. */
  67198. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67199. /**
  67200. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67201. * @param otherVector defines the other vector
  67202. * @returns a new Vector2
  67203. */
  67204. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67205. /**
  67206. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67207. * @param otherVector defines the other vector
  67208. * @param result defines the target vector
  67209. * @returns the unmodified current Vector2
  67210. */
  67211. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67212. /**
  67213. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67214. * @param x defines the first coordinate
  67215. * @param y defines the second coordinate
  67216. * @returns a new Vector2
  67217. */
  67218. multiplyByFloats(x: number, y: number): Vector2;
  67219. /**
  67220. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67221. * @param otherVector defines the other vector
  67222. * @returns a new Vector2
  67223. */
  67224. divide(otherVector: Vector2): Vector2;
  67225. /**
  67226. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67227. * @param otherVector defines the other vector
  67228. * @param result defines the target vector
  67229. * @returns the unmodified current Vector2
  67230. */
  67231. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67232. /**
  67233. * Divides the current Vector2 coordinates by the given ones
  67234. * @param otherVector defines the other vector
  67235. * @returns the current updated Vector2
  67236. */
  67237. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67238. /**
  67239. * Gets a new Vector2 with current Vector2 negated coordinates
  67240. * @returns a new Vector2
  67241. */
  67242. negate(): Vector2;
  67243. /**
  67244. * Multiply the Vector2 coordinates by scale
  67245. * @param scale defines the scaling factor
  67246. * @returns the current updated Vector2
  67247. */
  67248. scaleInPlace(scale: number): Vector2;
  67249. /**
  67250. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67251. * @param scale defines the scaling factor
  67252. * @returns a new Vector2
  67253. */
  67254. scale(scale: number): Vector2;
  67255. /**
  67256. * Scale the current Vector2 values by a factor to a given Vector2
  67257. * @param scale defines the scale factor
  67258. * @param result defines the Vector2 object where to store the result
  67259. * @returns the unmodified current Vector2
  67260. */
  67261. scaleToRef(scale: number, result: Vector2): Vector2;
  67262. /**
  67263. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67264. * @param scale defines the scale factor
  67265. * @param result defines the Vector2 object where to store the result
  67266. * @returns the unmodified current Vector2
  67267. */
  67268. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67269. /**
  67270. * Gets a boolean if two vectors are equals
  67271. * @param otherVector defines the other vector
  67272. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67273. */
  67274. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67275. /**
  67276. * Gets a boolean if two vectors are equals (using an epsilon value)
  67277. * @param otherVector defines the other vector
  67278. * @param epsilon defines the minimal distance to consider equality
  67279. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67280. */
  67281. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67282. /**
  67283. * Gets a new Vector2 from current Vector2 floored values
  67284. * @returns a new Vector2
  67285. */
  67286. floor(): Vector2;
  67287. /**
  67288. * Gets a new Vector2 from current Vector2 floored values
  67289. * @returns a new Vector2
  67290. */
  67291. fract(): Vector2;
  67292. /**
  67293. * Gets the length of the vector
  67294. * @returns the vector length (float)
  67295. */
  67296. length(): number;
  67297. /**
  67298. * Gets the vector squared length
  67299. * @returns the vector squared length (float)
  67300. */
  67301. lengthSquared(): number;
  67302. /**
  67303. * Normalize the vector
  67304. * @returns the current updated Vector2
  67305. */
  67306. normalize(): Vector2;
  67307. /**
  67308. * Gets a new Vector2 copied from the Vector2
  67309. * @returns a new Vector2
  67310. */
  67311. clone(): Vector2;
  67312. /**
  67313. * Gets a new Vector2(0, 0)
  67314. * @returns a new Vector2
  67315. */
  67316. static Zero(): Vector2;
  67317. /**
  67318. * Gets a new Vector2(1, 1)
  67319. * @returns a new Vector2
  67320. */
  67321. static One(): Vector2;
  67322. /**
  67323. * Gets a new Vector2 set from the given index element of the given array
  67324. * @param array defines the data source
  67325. * @param offset defines the offset in the data source
  67326. * @returns a new Vector2
  67327. */
  67328. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67329. /**
  67330. * Sets "result" from the given index element of the given array
  67331. * @param array defines the data source
  67332. * @param offset defines the offset in the data source
  67333. * @param result defines the target vector
  67334. */
  67335. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67336. /**
  67337. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67338. * @param value1 defines 1st point of control
  67339. * @param value2 defines 2nd point of control
  67340. * @param value3 defines 3rd point of control
  67341. * @param value4 defines 4th point of control
  67342. * @param amount defines the interpolation factor
  67343. * @returns a new Vector2
  67344. */
  67345. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67346. /**
  67347. * 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".
  67348. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67349. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67350. * @param value defines the value to clamp
  67351. * @param min defines the lower limit
  67352. * @param max defines the upper limit
  67353. * @returns a new Vector2
  67354. */
  67355. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67356. /**
  67357. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67358. * @param value1 defines the 1st control point
  67359. * @param tangent1 defines the outgoing tangent
  67360. * @param value2 defines the 2nd control point
  67361. * @param tangent2 defines the incoming tangent
  67362. * @param amount defines the interpolation factor
  67363. * @returns a new Vector2
  67364. */
  67365. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67366. /**
  67367. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67368. * @param start defines the start vector
  67369. * @param end defines the end vector
  67370. * @param amount defines the interpolation factor
  67371. * @returns a new Vector2
  67372. */
  67373. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67374. /**
  67375. * Gets the dot product of the vector "left" and the vector "right"
  67376. * @param left defines first vector
  67377. * @param right defines second vector
  67378. * @returns the dot product (float)
  67379. */
  67380. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67381. /**
  67382. * Returns a new Vector2 equal to the normalized given vector
  67383. * @param vector defines the vector to normalize
  67384. * @returns a new Vector2
  67385. */
  67386. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67387. /**
  67388. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67389. * @param left defines 1st vector
  67390. * @param right defines 2nd vector
  67391. * @returns a new Vector2
  67392. */
  67393. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67394. /**
  67395. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67396. * @param left defines 1st vector
  67397. * @param right defines 2nd vector
  67398. * @returns a new Vector2
  67399. */
  67400. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67401. /**
  67402. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67403. * @param vector defines the vector to transform
  67404. * @param transformation defines the matrix to apply
  67405. * @returns a new Vector2
  67406. */
  67407. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67408. /**
  67409. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67410. * @param vector defines the vector to transform
  67411. * @param transformation defines the matrix to apply
  67412. * @param result defines the target vector
  67413. */
  67414. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67415. /**
  67416. * Determines if a given vector is included in a triangle
  67417. * @param p defines the vector to test
  67418. * @param p0 defines 1st triangle point
  67419. * @param p1 defines 2nd triangle point
  67420. * @param p2 defines 3rd triangle point
  67421. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67422. */
  67423. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67424. /**
  67425. * Gets the distance between the vectors "value1" and "value2"
  67426. * @param value1 defines first vector
  67427. * @param value2 defines second vector
  67428. * @returns the distance between vectors
  67429. */
  67430. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67431. /**
  67432. * Returns the squared distance between the vectors "value1" and "value2"
  67433. * @param value1 defines first vector
  67434. * @param value2 defines second vector
  67435. * @returns the squared distance between vectors
  67436. */
  67437. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67438. /**
  67439. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67440. * @param value1 defines first vector
  67441. * @param value2 defines second vector
  67442. * @returns a new Vector2
  67443. */
  67444. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67445. /**
  67446. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67447. * @param p defines the middle point
  67448. * @param segA defines one point of the segment
  67449. * @param segB defines the other point of the segment
  67450. * @returns the shortest distance
  67451. */
  67452. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67453. }
  67454. /**
  67455. * Classed used to store (x,y,z) vector representation
  67456. * A Vector3 is the main object used in 3D geometry
  67457. * It can represent etiher the coordinates of a point the space, either a direction
  67458. * Reminder: js uses a left handed forward facing system
  67459. */
  67460. export class Vector3 {
  67461. /**
  67462. * Defines the first coordinates (on X axis)
  67463. */
  67464. x: number;
  67465. /**
  67466. * Defines the second coordinates (on Y axis)
  67467. */
  67468. y: number;
  67469. /**
  67470. * Defines the third coordinates (on Z axis)
  67471. */
  67472. z: number;
  67473. private static _UpReadOnly;
  67474. private static _ZeroReadOnly;
  67475. /**
  67476. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67477. * @param x defines the first coordinates (on X axis)
  67478. * @param y defines the second coordinates (on Y axis)
  67479. * @param z defines the third coordinates (on Z axis)
  67480. */
  67481. constructor(
  67482. /**
  67483. * Defines the first coordinates (on X axis)
  67484. */
  67485. x?: number,
  67486. /**
  67487. * Defines the second coordinates (on Y axis)
  67488. */
  67489. y?: number,
  67490. /**
  67491. * Defines the third coordinates (on Z axis)
  67492. */
  67493. z?: number);
  67494. /**
  67495. * Creates a string representation of the Vector3
  67496. * @returns a string with the Vector3 coordinates.
  67497. */
  67498. toString(): string;
  67499. /**
  67500. * Gets the class name
  67501. * @returns the string "Vector3"
  67502. */
  67503. getClassName(): string;
  67504. /**
  67505. * Creates the Vector3 hash code
  67506. * @returns a number which tends to be unique between Vector3 instances
  67507. */
  67508. getHashCode(): number;
  67509. /**
  67510. * Creates an array containing three elements : the coordinates of the Vector3
  67511. * @returns a new array of numbers
  67512. */
  67513. asArray(): number[];
  67514. /**
  67515. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67516. * @param array defines the destination array
  67517. * @param index defines the offset in the destination array
  67518. * @returns the current Vector3
  67519. */
  67520. toArray(array: FloatArray, index?: number): Vector3;
  67521. /**
  67522. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67523. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67524. */
  67525. toQuaternion(): Quaternion;
  67526. /**
  67527. * Adds the given vector to the current Vector3
  67528. * @param otherVector defines the second operand
  67529. * @returns the current updated Vector3
  67530. */
  67531. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67532. /**
  67533. * Adds the given coordinates to the current Vector3
  67534. * @param x defines the x coordinate of the operand
  67535. * @param y defines the y coordinate of the operand
  67536. * @param z defines the z coordinate of the operand
  67537. * @returns the current updated Vector3
  67538. */
  67539. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67540. /**
  67541. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67542. * @param otherVector defines the second operand
  67543. * @returns the resulting Vector3
  67544. */
  67545. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67546. /**
  67547. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67548. * @param otherVector defines the second operand
  67549. * @param result defines the Vector3 object where to store the result
  67550. * @returns the current Vector3
  67551. */
  67552. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67553. /**
  67554. * Subtract the given vector from the current Vector3
  67555. * @param otherVector defines the second operand
  67556. * @returns the current updated Vector3
  67557. */
  67558. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67559. /**
  67560. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67561. * @param otherVector defines the second operand
  67562. * @returns the resulting Vector3
  67563. */
  67564. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67565. /**
  67566. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67567. * @param otherVector defines the second operand
  67568. * @param result defines the Vector3 object where to store the result
  67569. * @returns the current Vector3
  67570. */
  67571. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67572. /**
  67573. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67574. * @param x defines the x coordinate of the operand
  67575. * @param y defines the y coordinate of the operand
  67576. * @param z defines the z coordinate of the operand
  67577. * @returns the resulting Vector3
  67578. */
  67579. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67580. /**
  67581. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67582. * @param x defines the x coordinate of the operand
  67583. * @param y defines the y coordinate of the operand
  67584. * @param z defines the z coordinate of the operand
  67585. * @param result defines the Vector3 object where to store the result
  67586. * @returns the current Vector3
  67587. */
  67588. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67589. /**
  67590. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67591. * @returns a new Vector3
  67592. */
  67593. negate(): Vector3;
  67594. /**
  67595. * Multiplies the Vector3 coordinates by the float "scale"
  67596. * @param scale defines the multiplier factor
  67597. * @returns the current updated Vector3
  67598. */
  67599. scaleInPlace(scale: number): Vector3;
  67600. /**
  67601. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67602. * @param scale defines the multiplier factor
  67603. * @returns a new Vector3
  67604. */
  67605. scale(scale: number): Vector3;
  67606. /**
  67607. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67608. * @param scale defines the multiplier factor
  67609. * @param result defines the Vector3 object where to store the result
  67610. * @returns the current Vector3
  67611. */
  67612. scaleToRef(scale: number, result: Vector3): Vector3;
  67613. /**
  67614. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67615. * @param scale defines the scale factor
  67616. * @param result defines the Vector3 object where to store the result
  67617. * @returns the unmodified current Vector3
  67618. */
  67619. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67620. /**
  67621. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67622. * @param otherVector defines the second operand
  67623. * @returns true if both vectors are equals
  67624. */
  67625. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67626. /**
  67627. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67628. * @param otherVector defines the second operand
  67629. * @param epsilon defines the minimal distance to define values as equals
  67630. * @returns true if both vectors are distant less than epsilon
  67631. */
  67632. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67633. /**
  67634. * Returns true if the current Vector3 coordinates equals the given floats
  67635. * @param x defines the x coordinate of the operand
  67636. * @param y defines the y coordinate of the operand
  67637. * @param z defines the z coordinate of the operand
  67638. * @returns true if both vectors are equals
  67639. */
  67640. equalsToFloats(x: number, y: number, z: number): boolean;
  67641. /**
  67642. * Multiplies the current Vector3 coordinates by the given ones
  67643. * @param otherVector defines the second operand
  67644. * @returns the current updated Vector3
  67645. */
  67646. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67647. /**
  67648. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67649. * @param otherVector defines the second operand
  67650. * @returns the new Vector3
  67651. */
  67652. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67653. /**
  67654. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67655. * @param otherVector defines the second operand
  67656. * @param result defines the Vector3 object where to store the result
  67657. * @returns the current Vector3
  67658. */
  67659. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67660. /**
  67661. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67662. * @param x defines the x coordinate of the operand
  67663. * @param y defines the y coordinate of the operand
  67664. * @param z defines the z coordinate of the operand
  67665. * @returns the new Vector3
  67666. */
  67667. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67668. /**
  67669. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67670. * @param otherVector defines the second operand
  67671. * @returns the new Vector3
  67672. */
  67673. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67674. /**
  67675. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67676. * @param otherVector defines the second operand
  67677. * @param result defines the Vector3 object where to store the result
  67678. * @returns the current Vector3
  67679. */
  67680. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67681. /**
  67682. * Divides the current Vector3 coordinates by the given ones.
  67683. * @param otherVector defines the second operand
  67684. * @returns the current updated Vector3
  67685. */
  67686. divideInPlace(otherVector: Vector3): Vector3;
  67687. /**
  67688. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67689. * @param other defines the second operand
  67690. * @returns the current updated Vector3
  67691. */
  67692. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67693. /**
  67694. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67695. * @param other defines the second operand
  67696. * @returns the current updated Vector3
  67697. */
  67698. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67699. /**
  67700. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67701. * @param x defines the x coordinate of the operand
  67702. * @param y defines the y coordinate of the operand
  67703. * @param z defines the z coordinate of the operand
  67704. * @returns the current updated Vector3
  67705. */
  67706. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67707. /**
  67708. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67709. * @param x defines the x coordinate of the operand
  67710. * @param y defines the y coordinate of the operand
  67711. * @param z defines the z coordinate of the operand
  67712. * @returns the current updated Vector3
  67713. */
  67714. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67715. /**
  67716. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67717. * Check if is non uniform within a certain amount of decimal places to account for this
  67718. * @param epsilon the amount the values can differ
  67719. * @returns if the the vector is non uniform to a certain number of decimal places
  67720. */
  67721. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67722. /**
  67723. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67724. */
  67725. readonly isNonUniform: boolean;
  67726. /**
  67727. * Gets a new Vector3 from current Vector3 floored values
  67728. * @returns a new Vector3
  67729. */
  67730. floor(): Vector3;
  67731. /**
  67732. * Gets a new Vector3 from current Vector3 floored values
  67733. * @returns a new Vector3
  67734. */
  67735. fract(): Vector3;
  67736. /**
  67737. * Gets the length of the Vector3
  67738. * @returns the length of the Vector3
  67739. */
  67740. length(): number;
  67741. /**
  67742. * Gets the squared length of the Vector3
  67743. * @returns squared length of the Vector3
  67744. */
  67745. lengthSquared(): number;
  67746. /**
  67747. * Normalize the current Vector3.
  67748. * Please note that this is an in place operation.
  67749. * @returns the current updated Vector3
  67750. */
  67751. normalize(): Vector3;
  67752. /**
  67753. * Reorders the x y z properties of the vector in place
  67754. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67755. * @returns the current updated vector
  67756. */
  67757. reorderInPlace(order: string): this;
  67758. /**
  67759. * Rotates the vector around 0,0,0 by a quaternion
  67760. * @param quaternion the rotation quaternion
  67761. * @param result vector to store the result
  67762. * @returns the resulting vector
  67763. */
  67764. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67765. /**
  67766. * Rotates a vector around a given point
  67767. * @param quaternion the rotation quaternion
  67768. * @param point the point to rotate around
  67769. * @param result vector to store the result
  67770. * @returns the resulting vector
  67771. */
  67772. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67773. /**
  67774. * Normalize the current Vector3 with the given input length.
  67775. * Please note that this is an in place operation.
  67776. * @param len the length of the vector
  67777. * @returns the current updated Vector3
  67778. */
  67779. normalizeFromLength(len: number): Vector3;
  67780. /**
  67781. * Normalize the current Vector3 to a new vector
  67782. * @returns the new Vector3
  67783. */
  67784. normalizeToNew(): Vector3;
  67785. /**
  67786. * Normalize the current Vector3 to the reference
  67787. * @param reference define the Vector3 to update
  67788. * @returns the updated Vector3
  67789. */
  67790. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67791. /**
  67792. * Creates a new Vector3 copied from the current Vector3
  67793. * @returns the new Vector3
  67794. */
  67795. clone(): Vector3;
  67796. /**
  67797. * Copies the given vector coordinates to the current Vector3 ones
  67798. * @param source defines the source Vector3
  67799. * @returns the current updated Vector3
  67800. */
  67801. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67802. /**
  67803. * Copies the given floats to the current Vector3 coordinates
  67804. * @param x defines the x coordinate of the operand
  67805. * @param y defines the y coordinate of the operand
  67806. * @param z defines the z coordinate of the operand
  67807. * @returns the current updated Vector3
  67808. */
  67809. copyFromFloats(x: number, y: number, z: number): Vector3;
  67810. /**
  67811. * Copies the given floats to the current Vector3 coordinates
  67812. * @param x defines the x coordinate of the operand
  67813. * @param y defines the y coordinate of the operand
  67814. * @param z defines the z coordinate of the operand
  67815. * @returns the current updated Vector3
  67816. */
  67817. set(x: number, y: number, z: number): Vector3;
  67818. /**
  67819. * Copies the given float to the current Vector3 coordinates
  67820. * @param v defines the x, y and z coordinates of the operand
  67821. * @returns the current updated Vector3
  67822. */
  67823. setAll(v: number): Vector3;
  67824. /**
  67825. * Get the clip factor between two vectors
  67826. * @param vector0 defines the first operand
  67827. * @param vector1 defines the second operand
  67828. * @param axis defines the axis to use
  67829. * @param size defines the size along the axis
  67830. * @returns the clip factor
  67831. */
  67832. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67833. /**
  67834. * Get angle between two vectors
  67835. * @param vector0 angle between vector0 and vector1
  67836. * @param vector1 angle between vector0 and vector1
  67837. * @param normal direction of the normal
  67838. * @return the angle between vector0 and vector1
  67839. */
  67840. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67841. /**
  67842. * Returns a new Vector3 set from the index "offset" of the given array
  67843. * @param array defines the source array
  67844. * @param offset defines the offset in the source array
  67845. * @returns the new Vector3
  67846. */
  67847. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67848. /**
  67849. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67850. * This function is deprecated. Use FromArray instead
  67851. * @param array defines the source array
  67852. * @param offset defines the offset in the source array
  67853. * @returns the new Vector3
  67854. */
  67855. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67856. /**
  67857. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67858. * @param array defines the source array
  67859. * @param offset defines the offset in the source array
  67860. * @param result defines the Vector3 where to store the result
  67861. */
  67862. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67863. /**
  67864. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67865. * This function is deprecated. Use FromArrayToRef instead.
  67866. * @param array defines the source array
  67867. * @param offset defines the offset in the source array
  67868. * @param result defines the Vector3 where to store the result
  67869. */
  67870. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67871. /**
  67872. * Sets the given vector "result" with the given floats.
  67873. * @param x defines the x coordinate of the source
  67874. * @param y defines the y coordinate of the source
  67875. * @param z defines the z coordinate of the source
  67876. * @param result defines the Vector3 where to store the result
  67877. */
  67878. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67879. /**
  67880. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67881. * @returns a new empty Vector3
  67882. */
  67883. static Zero(): Vector3;
  67884. /**
  67885. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67886. * @returns a new unit Vector3
  67887. */
  67888. static One(): Vector3;
  67889. /**
  67890. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67891. * @returns a new up Vector3
  67892. */
  67893. static Up(): Vector3;
  67894. /**
  67895. * Gets a up Vector3 that must not be updated
  67896. */
  67897. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67898. /**
  67899. * Gets a zero Vector3 that must not be updated
  67900. */
  67901. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67902. /**
  67903. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67904. * @returns a new down Vector3
  67905. */
  67906. static Down(): Vector3;
  67907. /**
  67908. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67909. * @returns a new forward Vector3
  67910. */
  67911. static Forward(): Vector3;
  67912. /**
  67913. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67914. * @returns a new forward Vector3
  67915. */
  67916. static Backward(): Vector3;
  67917. /**
  67918. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67919. * @returns a new right Vector3
  67920. */
  67921. static Right(): Vector3;
  67922. /**
  67923. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67924. * @returns a new left Vector3
  67925. */
  67926. static Left(): Vector3;
  67927. /**
  67928. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67929. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67930. * @param vector defines the Vector3 to transform
  67931. * @param transformation defines the transformation matrix
  67932. * @returns the transformed Vector3
  67933. */
  67934. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67935. /**
  67936. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67937. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67938. * @param vector defines the Vector3 to transform
  67939. * @param transformation defines the transformation matrix
  67940. * @param result defines the Vector3 where to store the result
  67941. */
  67942. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67943. /**
  67944. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67945. * This method computes tranformed coordinates only, not transformed direction vectors
  67946. * @param x define the x coordinate of the source vector
  67947. * @param y define the y coordinate of the source vector
  67948. * @param z define the z coordinate of the source vector
  67949. * @param transformation defines the transformation matrix
  67950. * @param result defines the Vector3 where to store the result
  67951. */
  67952. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67953. /**
  67954. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67955. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67956. * @param vector defines the Vector3 to transform
  67957. * @param transformation defines the transformation matrix
  67958. * @returns the new Vector3
  67959. */
  67960. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67961. /**
  67962. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67963. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67964. * @param vector defines the Vector3 to transform
  67965. * @param transformation defines the transformation matrix
  67966. * @param result defines the Vector3 where to store the result
  67967. */
  67968. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67969. /**
  67970. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67971. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67972. * @param x define the x coordinate of the source vector
  67973. * @param y define the y coordinate of the source vector
  67974. * @param z define the z coordinate of the source vector
  67975. * @param transformation defines the transformation matrix
  67976. * @param result defines the Vector3 where to store the result
  67977. */
  67978. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67979. /**
  67980. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67981. * @param value1 defines the first control point
  67982. * @param value2 defines the second control point
  67983. * @param value3 defines the third control point
  67984. * @param value4 defines the fourth control point
  67985. * @param amount defines the amount on the spline to use
  67986. * @returns the new Vector3
  67987. */
  67988. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67989. /**
  67990. * 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"
  67991. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67992. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67993. * @param value defines the current value
  67994. * @param min defines the lower range value
  67995. * @param max defines the upper range value
  67996. * @returns the new Vector3
  67997. */
  67998. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67999. /**
  68000. * 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"
  68001. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  68002. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  68003. * @param value defines the current value
  68004. * @param min defines the lower range value
  68005. * @param max defines the upper range value
  68006. * @param result defines the Vector3 where to store the result
  68007. */
  68008. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  68009. /**
  68010. * Checks if a given vector is inside a specific range
  68011. * @param v defines the vector to test
  68012. * @param min defines the minimum range
  68013. * @param max defines the maximum range
  68014. */
  68015. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  68016. /**
  68017. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  68018. * @param value1 defines the first control point
  68019. * @param tangent1 defines the first tangent vector
  68020. * @param value2 defines the second control point
  68021. * @param tangent2 defines the second tangent vector
  68022. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  68023. * @returns the new Vector3
  68024. */
  68025. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  68026. /**
  68027. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  68028. * @param start defines the start value
  68029. * @param end defines the end value
  68030. * @param amount max defines amount between both (between 0 and 1)
  68031. * @returns the new Vector3
  68032. */
  68033. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  68034. /**
  68035. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  68036. * @param start defines the start value
  68037. * @param end defines the end value
  68038. * @param amount max defines amount between both (between 0 and 1)
  68039. * @param result defines the Vector3 where to store the result
  68040. */
  68041. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  68042. /**
  68043. * Returns the dot product (float) between the vectors "left" and "right"
  68044. * @param left defines the left operand
  68045. * @param right defines the right operand
  68046. * @returns the dot product
  68047. */
  68048. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  68049. /**
  68050. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  68051. * The cross product is then orthogonal to both "left" and "right"
  68052. * @param left defines the left operand
  68053. * @param right defines the right operand
  68054. * @returns the cross product
  68055. */
  68056. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68057. /**
  68058. * Sets the given vector "result" with the cross product of "left" and "right"
  68059. * The cross product is then orthogonal to both "left" and "right"
  68060. * @param left defines the left operand
  68061. * @param right defines the right operand
  68062. * @param result defines the Vector3 where to store the result
  68063. */
  68064. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  68065. /**
  68066. * Returns a new Vector3 as the normalization of the given vector
  68067. * @param vector defines the Vector3 to normalize
  68068. * @returns the new Vector3
  68069. */
  68070. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  68071. /**
  68072. * Sets the given vector "result" with the normalization of the given first vector
  68073. * @param vector defines the Vector3 to normalize
  68074. * @param result defines the Vector3 where to store the result
  68075. */
  68076. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  68077. /**
  68078. * Project a Vector3 onto screen space
  68079. * @param vector defines the Vector3 to project
  68080. * @param world defines the world matrix to use
  68081. * @param transform defines the transform (view x projection) matrix to use
  68082. * @param viewport defines the screen viewport to use
  68083. * @returns the new Vector3
  68084. */
  68085. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  68086. /** @hidden */
  68087. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  68088. /**
  68089. * Unproject from screen space to object space
  68090. * @param source defines the screen space Vector3 to use
  68091. * @param viewportWidth defines the current width of the viewport
  68092. * @param viewportHeight defines the current height of the viewport
  68093. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68094. * @param transform defines the transform (view x projection) matrix to use
  68095. * @returns the new Vector3
  68096. */
  68097. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  68098. /**
  68099. * Unproject from screen space to object space
  68100. * @param source defines the screen space Vector3 to use
  68101. * @param viewportWidth defines the current width of the viewport
  68102. * @param viewportHeight defines the current height of the viewport
  68103. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68104. * @param view defines the view matrix to use
  68105. * @param projection defines the projection matrix to use
  68106. * @returns the new Vector3
  68107. */
  68108. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  68109. /**
  68110. * Unproject from screen space to object space
  68111. * @param source defines the screen space Vector3 to use
  68112. * @param viewportWidth defines the current width of the viewport
  68113. * @param viewportHeight defines the current height of the viewport
  68114. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68115. * @param view defines the view matrix to use
  68116. * @param projection defines the projection matrix to use
  68117. * @param result defines the Vector3 where to store the result
  68118. */
  68119. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68120. /**
  68121. * Unproject from screen space to object space
  68122. * @param sourceX defines the screen space x coordinate to use
  68123. * @param sourceY defines the screen space y coordinate to use
  68124. * @param sourceZ defines the screen space z coordinate to use
  68125. * @param viewportWidth defines the current width of the viewport
  68126. * @param viewportHeight defines the current height of the viewport
  68127. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68128. * @param view defines the view matrix to use
  68129. * @param projection defines the projection matrix to use
  68130. * @param result defines the Vector3 where to store the result
  68131. */
  68132. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68133. /**
  68134. * Gets the minimal coordinate values between two Vector3
  68135. * @param left defines the first operand
  68136. * @param right defines the second operand
  68137. * @returns the new Vector3
  68138. */
  68139. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68140. /**
  68141. * Gets the maximal coordinate values between two Vector3
  68142. * @param left defines the first operand
  68143. * @param right defines the second operand
  68144. * @returns the new Vector3
  68145. */
  68146. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68147. /**
  68148. * Returns the distance between the vectors "value1" and "value2"
  68149. * @param value1 defines the first operand
  68150. * @param value2 defines the second operand
  68151. * @returns the distance
  68152. */
  68153. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68154. /**
  68155. * Returns the squared distance between the vectors "value1" and "value2"
  68156. * @param value1 defines the first operand
  68157. * @param value2 defines the second operand
  68158. * @returns the squared distance
  68159. */
  68160. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68161. /**
  68162. * Returns a new Vector3 located at the center between "value1" and "value2"
  68163. * @param value1 defines the first operand
  68164. * @param value2 defines the second operand
  68165. * @returns the new Vector3
  68166. */
  68167. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  68168. /**
  68169. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  68170. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  68171. * to something in order to rotate it from its local system to the given target system
  68172. * Note: axis1, axis2 and axis3 are normalized during this operation
  68173. * @param axis1 defines the first axis
  68174. * @param axis2 defines the second axis
  68175. * @param axis3 defines the third axis
  68176. * @returns a new Vector3
  68177. */
  68178. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68179. /**
  68180. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68181. * @param axis1 defines the first axis
  68182. * @param axis2 defines the second axis
  68183. * @param axis3 defines the third axis
  68184. * @param ref defines the Vector3 where to store the result
  68185. */
  68186. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68187. }
  68188. /**
  68189. * Vector4 class created for EulerAngle class conversion to Quaternion
  68190. */
  68191. export class Vector4 {
  68192. /** x value of the vector */
  68193. x: number;
  68194. /** y value of the vector */
  68195. y: number;
  68196. /** z value of the vector */
  68197. z: number;
  68198. /** w value of the vector */
  68199. w: number;
  68200. /**
  68201. * Creates a Vector4 object from the given floats.
  68202. * @param x x value of the vector
  68203. * @param y y value of the vector
  68204. * @param z z value of the vector
  68205. * @param w w value of the vector
  68206. */
  68207. constructor(
  68208. /** x value of the vector */
  68209. x: number,
  68210. /** y value of the vector */
  68211. y: number,
  68212. /** z value of the vector */
  68213. z: number,
  68214. /** w value of the vector */
  68215. w: number);
  68216. /**
  68217. * Returns the string with the Vector4 coordinates.
  68218. * @returns a string containing all the vector values
  68219. */
  68220. toString(): string;
  68221. /**
  68222. * Returns the string "Vector4".
  68223. * @returns "Vector4"
  68224. */
  68225. getClassName(): string;
  68226. /**
  68227. * Returns the Vector4 hash code.
  68228. * @returns a unique hash code
  68229. */
  68230. getHashCode(): number;
  68231. /**
  68232. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68233. * @returns the resulting array
  68234. */
  68235. asArray(): number[];
  68236. /**
  68237. * Populates the given array from the given index with the Vector4 coordinates.
  68238. * @param array array to populate
  68239. * @param index index of the array to start at (default: 0)
  68240. * @returns the Vector4.
  68241. */
  68242. toArray(array: FloatArray, index?: number): Vector4;
  68243. /**
  68244. * Adds the given vector to the current Vector4.
  68245. * @param otherVector the vector to add
  68246. * @returns the updated Vector4.
  68247. */
  68248. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68249. /**
  68250. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68251. * @param otherVector the vector to add
  68252. * @returns the resulting vector
  68253. */
  68254. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68255. /**
  68256. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68257. * @param otherVector the vector to add
  68258. * @param result the vector to store the result
  68259. * @returns the current Vector4.
  68260. */
  68261. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68262. /**
  68263. * Subtract in place the given vector from the current Vector4.
  68264. * @param otherVector the vector to subtract
  68265. * @returns the updated Vector4.
  68266. */
  68267. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68268. /**
  68269. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68270. * @param otherVector the vector to add
  68271. * @returns the new vector with the result
  68272. */
  68273. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68274. /**
  68275. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68276. * @param otherVector the vector to subtract
  68277. * @param result the vector to store the result
  68278. * @returns the current Vector4.
  68279. */
  68280. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68281. /**
  68282. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68283. */
  68284. /**
  68285. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68286. * @param x value to subtract
  68287. * @param y value to subtract
  68288. * @param z value to subtract
  68289. * @param w value to subtract
  68290. * @returns new vector containing the result
  68291. */
  68292. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68293. /**
  68294. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68295. * @param x value to subtract
  68296. * @param y value to subtract
  68297. * @param z value to subtract
  68298. * @param w value to subtract
  68299. * @param result the vector to store the result in
  68300. * @returns the current Vector4.
  68301. */
  68302. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68303. /**
  68304. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68305. * @returns a new vector with the negated values
  68306. */
  68307. negate(): Vector4;
  68308. /**
  68309. * Multiplies the current Vector4 coordinates by scale (float).
  68310. * @param scale the number to scale with
  68311. * @returns the updated Vector4.
  68312. */
  68313. scaleInPlace(scale: number): Vector4;
  68314. /**
  68315. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68316. * @param scale the number to scale with
  68317. * @returns a new vector with the result
  68318. */
  68319. scale(scale: number): Vector4;
  68320. /**
  68321. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68322. * @param scale the number to scale with
  68323. * @param result a vector to store the result in
  68324. * @returns the current Vector4.
  68325. */
  68326. scaleToRef(scale: number, result: Vector4): Vector4;
  68327. /**
  68328. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68329. * @param scale defines the scale factor
  68330. * @param result defines the Vector4 object where to store the result
  68331. * @returns the unmodified current Vector4
  68332. */
  68333. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68334. /**
  68335. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68336. * @param otherVector the vector to compare against
  68337. * @returns true if they are equal
  68338. */
  68339. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68340. /**
  68341. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68342. * @param otherVector vector to compare against
  68343. * @param epsilon (Default: very small number)
  68344. * @returns true if they are equal
  68345. */
  68346. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68347. /**
  68348. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68349. * @param x x value to compare against
  68350. * @param y y value to compare against
  68351. * @param z z value to compare against
  68352. * @param w w value to compare against
  68353. * @returns true if equal
  68354. */
  68355. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68356. /**
  68357. * Multiplies in place the current Vector4 by the given one.
  68358. * @param otherVector vector to multiple with
  68359. * @returns the updated Vector4.
  68360. */
  68361. multiplyInPlace(otherVector: Vector4): Vector4;
  68362. /**
  68363. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68364. * @param otherVector vector to multiple with
  68365. * @returns resulting new vector
  68366. */
  68367. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68368. /**
  68369. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68370. * @param otherVector vector to multiple with
  68371. * @param result vector to store the result
  68372. * @returns the current Vector4.
  68373. */
  68374. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68375. /**
  68376. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68377. * @param x x value multiply with
  68378. * @param y y value multiply with
  68379. * @param z z value multiply with
  68380. * @param w w value multiply with
  68381. * @returns resulting new vector
  68382. */
  68383. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68384. /**
  68385. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68386. * @param otherVector vector to devide with
  68387. * @returns resulting new vector
  68388. */
  68389. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68390. /**
  68391. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68392. * @param otherVector vector to devide with
  68393. * @param result vector to store the result
  68394. * @returns the current Vector4.
  68395. */
  68396. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68397. /**
  68398. * Divides the current Vector3 coordinates by the given ones.
  68399. * @param otherVector vector to devide with
  68400. * @returns the updated Vector3.
  68401. */
  68402. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68403. /**
  68404. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68405. * @param other defines the second operand
  68406. * @returns the current updated Vector4
  68407. */
  68408. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68409. /**
  68410. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68411. * @param other defines the second operand
  68412. * @returns the current updated Vector4
  68413. */
  68414. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68415. /**
  68416. * Gets a new Vector4 from current Vector4 floored values
  68417. * @returns a new Vector4
  68418. */
  68419. floor(): Vector4;
  68420. /**
  68421. * Gets a new Vector4 from current Vector3 floored values
  68422. * @returns a new Vector4
  68423. */
  68424. fract(): Vector4;
  68425. /**
  68426. * Returns the Vector4 length (float).
  68427. * @returns the length
  68428. */
  68429. length(): number;
  68430. /**
  68431. * Returns the Vector4 squared length (float).
  68432. * @returns the length squared
  68433. */
  68434. lengthSquared(): number;
  68435. /**
  68436. * Normalizes in place the Vector4.
  68437. * @returns the updated Vector4.
  68438. */
  68439. normalize(): Vector4;
  68440. /**
  68441. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68442. * @returns this converted to a new vector3
  68443. */
  68444. toVector3(): Vector3;
  68445. /**
  68446. * Returns a new Vector4 copied from the current one.
  68447. * @returns the new cloned vector
  68448. */
  68449. clone(): Vector4;
  68450. /**
  68451. * Updates the current Vector4 with the given one coordinates.
  68452. * @param source the source vector to copy from
  68453. * @returns the updated Vector4.
  68454. */
  68455. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68456. /**
  68457. * Updates the current Vector4 coordinates with the given floats.
  68458. * @param x float to copy from
  68459. * @param y float to copy from
  68460. * @param z float to copy from
  68461. * @param w float to copy from
  68462. * @returns the updated Vector4.
  68463. */
  68464. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68465. /**
  68466. * Updates the current Vector4 coordinates with the given floats.
  68467. * @param x float to set from
  68468. * @param y float to set from
  68469. * @param z float to set from
  68470. * @param w float to set from
  68471. * @returns the updated Vector4.
  68472. */
  68473. set(x: number, y: number, z: number, w: number): Vector4;
  68474. /**
  68475. * Copies the given float to the current Vector3 coordinates
  68476. * @param v defines the x, y, z and w coordinates of the operand
  68477. * @returns the current updated Vector3
  68478. */
  68479. setAll(v: number): Vector4;
  68480. /**
  68481. * Returns a new Vector4 set from the starting index of the given array.
  68482. * @param array the array to pull values from
  68483. * @param offset the offset into the array to start at
  68484. * @returns the new vector
  68485. */
  68486. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68487. /**
  68488. * Updates the given vector "result" from the starting index of the given array.
  68489. * @param array the array to pull values from
  68490. * @param offset the offset into the array to start at
  68491. * @param result the vector to store the result in
  68492. */
  68493. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68494. /**
  68495. * Updates the given vector "result" from the starting index of the given Float32Array.
  68496. * @param array the array to pull values from
  68497. * @param offset the offset into the array to start at
  68498. * @param result the vector to store the result in
  68499. */
  68500. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68501. /**
  68502. * Updates the given vector "result" coordinates from the given floats.
  68503. * @param x float to set from
  68504. * @param y float to set from
  68505. * @param z float to set from
  68506. * @param w float to set from
  68507. * @param result the vector to the floats in
  68508. */
  68509. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68510. /**
  68511. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68512. * @returns the new vector
  68513. */
  68514. static Zero(): Vector4;
  68515. /**
  68516. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68517. * @returns the new vector
  68518. */
  68519. static One(): Vector4;
  68520. /**
  68521. * Returns a new normalized Vector4 from the given one.
  68522. * @param vector the vector to normalize
  68523. * @returns the vector
  68524. */
  68525. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68526. /**
  68527. * Updates the given vector "result" from the normalization of the given one.
  68528. * @param vector the vector to normalize
  68529. * @param result the vector to store the result in
  68530. */
  68531. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68532. /**
  68533. * Returns a vector with the minimum values from the left and right vectors
  68534. * @param left left vector to minimize
  68535. * @param right right vector to minimize
  68536. * @returns a new vector with the minimum of the left and right vector values
  68537. */
  68538. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68539. /**
  68540. * Returns a vector with the maximum values from the left and right vectors
  68541. * @param left left vector to maximize
  68542. * @param right right vector to maximize
  68543. * @returns a new vector with the maximum of the left and right vector values
  68544. */
  68545. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68546. /**
  68547. * Returns the distance (float) between the vectors "value1" and "value2".
  68548. * @param value1 value to calulate the distance between
  68549. * @param value2 value to calulate the distance between
  68550. * @return the distance between the two vectors
  68551. */
  68552. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68553. /**
  68554. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68555. * @param value1 value to calulate the distance between
  68556. * @param value2 value to calulate the distance between
  68557. * @return the distance between the two vectors squared
  68558. */
  68559. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68560. /**
  68561. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68562. * @param value1 value to calulate the center between
  68563. * @param value2 value to calulate the center between
  68564. * @return the center between the two vectors
  68565. */
  68566. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68567. /**
  68568. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68569. * This methods computes transformed normalized direction vectors only.
  68570. * @param vector the vector to transform
  68571. * @param transformation the transformation matrix to apply
  68572. * @returns the new vector
  68573. */
  68574. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68575. /**
  68576. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68577. * This methods computes transformed normalized direction vectors only.
  68578. * @param vector the vector to transform
  68579. * @param transformation the transformation matrix to apply
  68580. * @param result the vector to store the result in
  68581. */
  68582. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68583. /**
  68584. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68585. * This methods computes transformed normalized direction vectors only.
  68586. * @param x value to transform
  68587. * @param y value to transform
  68588. * @param z value to transform
  68589. * @param w value to transform
  68590. * @param transformation the transformation matrix to apply
  68591. * @param result the vector to store the results in
  68592. */
  68593. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68594. /**
  68595. * Creates a new Vector4 from a Vector3
  68596. * @param source defines the source data
  68597. * @param w defines the 4th component (default is 0)
  68598. * @returns a new Vector4
  68599. */
  68600. static FromVector3(source: Vector3, w?: number): Vector4;
  68601. }
  68602. /**
  68603. * Class used to store quaternion data
  68604. * @see https://en.wikipedia.org/wiki/Quaternion
  68605. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68606. */
  68607. export class Quaternion {
  68608. /** defines the first component (0 by default) */
  68609. x: number;
  68610. /** defines the second component (0 by default) */
  68611. y: number;
  68612. /** defines the third component (0 by default) */
  68613. z: number;
  68614. /** defines the fourth component (1.0 by default) */
  68615. w: number;
  68616. /**
  68617. * Creates a new Quaternion from the given floats
  68618. * @param x defines the first component (0 by default)
  68619. * @param y defines the second component (0 by default)
  68620. * @param z defines the third component (0 by default)
  68621. * @param w defines the fourth component (1.0 by default)
  68622. */
  68623. constructor(
  68624. /** defines the first component (0 by default) */
  68625. x?: number,
  68626. /** defines the second component (0 by default) */
  68627. y?: number,
  68628. /** defines the third component (0 by default) */
  68629. z?: number,
  68630. /** defines the fourth component (1.0 by default) */
  68631. w?: number);
  68632. /**
  68633. * Gets a string representation for the current quaternion
  68634. * @returns a string with the Quaternion coordinates
  68635. */
  68636. toString(): string;
  68637. /**
  68638. * Gets the class name of the quaternion
  68639. * @returns the string "Quaternion"
  68640. */
  68641. getClassName(): string;
  68642. /**
  68643. * Gets a hash code for this quaternion
  68644. * @returns the quaternion hash code
  68645. */
  68646. getHashCode(): number;
  68647. /**
  68648. * Copy the quaternion to an array
  68649. * @returns a new array populated with 4 elements from the quaternion coordinates
  68650. */
  68651. asArray(): number[];
  68652. /**
  68653. * Check if two quaternions are equals
  68654. * @param otherQuaternion defines the second operand
  68655. * @return true if the current quaternion and the given one coordinates are strictly equals
  68656. */
  68657. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68658. /**
  68659. * Clone the current quaternion
  68660. * @returns a new quaternion copied from the current one
  68661. */
  68662. clone(): Quaternion;
  68663. /**
  68664. * Copy a quaternion to the current one
  68665. * @param other defines the other quaternion
  68666. * @returns the updated current quaternion
  68667. */
  68668. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68669. /**
  68670. * Updates the current quaternion with the given float coordinates
  68671. * @param x defines the x coordinate
  68672. * @param y defines the y coordinate
  68673. * @param z defines the z coordinate
  68674. * @param w defines the w coordinate
  68675. * @returns the updated current quaternion
  68676. */
  68677. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68678. /**
  68679. * Updates the current quaternion from the given float coordinates
  68680. * @param x defines the x coordinate
  68681. * @param y defines the y coordinate
  68682. * @param z defines the z coordinate
  68683. * @param w defines the w coordinate
  68684. * @returns the updated current quaternion
  68685. */
  68686. set(x: number, y: number, z: number, w: number): Quaternion;
  68687. /**
  68688. * Adds two quaternions
  68689. * @param other defines the second operand
  68690. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68691. */
  68692. add(other: DeepImmutable<Quaternion>): Quaternion;
  68693. /**
  68694. * Add a quaternion to the current one
  68695. * @param other defines the quaternion to add
  68696. * @returns the current quaternion
  68697. */
  68698. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68699. /**
  68700. * Subtract two quaternions
  68701. * @param other defines the second operand
  68702. * @returns a new quaternion as the subtraction result of the given one from the current one
  68703. */
  68704. subtract(other: Quaternion): Quaternion;
  68705. /**
  68706. * Multiplies the current quaternion by a scale factor
  68707. * @param value defines the scale factor
  68708. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68709. */
  68710. scale(value: number): Quaternion;
  68711. /**
  68712. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68713. * @param scale defines the scale factor
  68714. * @param result defines the Quaternion object where to store the result
  68715. * @returns the unmodified current quaternion
  68716. */
  68717. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68718. /**
  68719. * Multiplies in place the current quaternion by a scale factor
  68720. * @param value defines the scale factor
  68721. * @returns the current modified quaternion
  68722. */
  68723. scaleInPlace(value: number): Quaternion;
  68724. /**
  68725. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68726. * @param scale defines the scale factor
  68727. * @param result defines the Quaternion object where to store the result
  68728. * @returns the unmodified current quaternion
  68729. */
  68730. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68731. /**
  68732. * Multiplies two quaternions
  68733. * @param q1 defines the second operand
  68734. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68735. */
  68736. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68737. /**
  68738. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68739. * @param q1 defines the second operand
  68740. * @param result defines the target quaternion
  68741. * @returns the current quaternion
  68742. */
  68743. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68744. /**
  68745. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68746. * @param q1 defines the second operand
  68747. * @returns the currentupdated quaternion
  68748. */
  68749. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68750. /**
  68751. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68752. * @param ref defines the target quaternion
  68753. * @returns the current quaternion
  68754. */
  68755. conjugateToRef(ref: Quaternion): Quaternion;
  68756. /**
  68757. * Conjugates in place (1-q) the current quaternion
  68758. * @returns the current updated quaternion
  68759. */
  68760. conjugateInPlace(): Quaternion;
  68761. /**
  68762. * Conjugates in place (1-q) the current quaternion
  68763. * @returns a new quaternion
  68764. */
  68765. conjugate(): Quaternion;
  68766. /**
  68767. * Gets length of current quaternion
  68768. * @returns the quaternion length (float)
  68769. */
  68770. length(): number;
  68771. /**
  68772. * Normalize in place the current quaternion
  68773. * @returns the current updated quaternion
  68774. */
  68775. normalize(): Quaternion;
  68776. /**
  68777. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68778. * @param order is a reserved parameter and is ignore for now
  68779. * @returns a new Vector3 containing the Euler angles
  68780. */
  68781. toEulerAngles(order?: string): Vector3;
  68782. /**
  68783. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68784. * @param result defines the vector which will be filled with the Euler angles
  68785. * @param order is a reserved parameter and is ignore for now
  68786. * @returns the current unchanged quaternion
  68787. */
  68788. toEulerAnglesToRef(result: Vector3): Quaternion;
  68789. /**
  68790. * Updates the given rotation matrix with the current quaternion values
  68791. * @param result defines the target matrix
  68792. * @returns the current unchanged quaternion
  68793. */
  68794. toRotationMatrix(result: Matrix): Quaternion;
  68795. /**
  68796. * Updates the current quaternion from the given rotation matrix values
  68797. * @param matrix defines the source matrix
  68798. * @returns the current updated quaternion
  68799. */
  68800. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68801. /**
  68802. * Creates a new quaternion from a rotation matrix
  68803. * @param matrix defines the source matrix
  68804. * @returns a new quaternion created from the given rotation matrix values
  68805. */
  68806. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68807. /**
  68808. * Updates the given quaternion with the given rotation matrix values
  68809. * @param matrix defines the source matrix
  68810. * @param result defines the target quaternion
  68811. */
  68812. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68813. /**
  68814. * Returns the dot product (float) between the quaternions "left" and "right"
  68815. * @param left defines the left operand
  68816. * @param right defines the right operand
  68817. * @returns the dot product
  68818. */
  68819. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68820. /**
  68821. * Checks if the two quaternions are close to each other
  68822. * @param quat0 defines the first quaternion to check
  68823. * @param quat1 defines the second quaternion to check
  68824. * @returns true if the two quaternions are close to each other
  68825. */
  68826. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68827. /**
  68828. * Creates an empty quaternion
  68829. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68830. */
  68831. static Zero(): Quaternion;
  68832. /**
  68833. * Inverse a given quaternion
  68834. * @param q defines the source quaternion
  68835. * @returns a new quaternion as the inverted current quaternion
  68836. */
  68837. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68838. /**
  68839. * Inverse a given quaternion
  68840. * @param q defines the source quaternion
  68841. * @param result the quaternion the result will be stored in
  68842. * @returns the result quaternion
  68843. */
  68844. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68845. /**
  68846. * Creates an identity quaternion
  68847. * @returns the identity quaternion
  68848. */
  68849. static Identity(): Quaternion;
  68850. /**
  68851. * Gets a boolean indicating if the given quaternion is identity
  68852. * @param quaternion defines the quaternion to check
  68853. * @returns true if the quaternion is identity
  68854. */
  68855. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68856. /**
  68857. * Creates a quaternion from a rotation around an axis
  68858. * @param axis defines the axis to use
  68859. * @param angle defines the angle to use
  68860. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68861. */
  68862. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68863. /**
  68864. * Creates a rotation around an axis and stores it into the given quaternion
  68865. * @param axis defines the axis to use
  68866. * @param angle defines the angle to use
  68867. * @param result defines the target quaternion
  68868. * @returns the target quaternion
  68869. */
  68870. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68871. /**
  68872. * Creates a new quaternion from data stored into an array
  68873. * @param array defines the data source
  68874. * @param offset defines the offset in the source array where the data starts
  68875. * @returns a new quaternion
  68876. */
  68877. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68878. /**
  68879. * Create a quaternion from Euler rotation angles
  68880. * @param x Pitch
  68881. * @param y Yaw
  68882. * @param z Roll
  68883. * @returns the new Quaternion
  68884. */
  68885. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68886. /**
  68887. * Updates a quaternion from Euler rotation angles
  68888. * @param x Pitch
  68889. * @param y Yaw
  68890. * @param z Roll
  68891. * @param result the quaternion to store the result
  68892. * @returns the updated quaternion
  68893. */
  68894. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68895. /**
  68896. * Create a quaternion from Euler rotation vector
  68897. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68898. * @returns the new Quaternion
  68899. */
  68900. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68901. /**
  68902. * Updates a quaternion from Euler rotation vector
  68903. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68904. * @param result the quaternion to store the result
  68905. * @returns the updated quaternion
  68906. */
  68907. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68908. /**
  68909. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68910. * @param yaw defines the rotation around Y axis
  68911. * @param pitch defines the rotation around X axis
  68912. * @param roll defines the rotation around Z axis
  68913. * @returns the new quaternion
  68914. */
  68915. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68916. /**
  68917. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68918. * @param yaw defines the rotation around Y axis
  68919. * @param pitch defines the rotation around X axis
  68920. * @param roll defines the rotation around Z axis
  68921. * @param result defines the target quaternion
  68922. */
  68923. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68924. /**
  68925. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68926. * @param alpha defines the rotation around first axis
  68927. * @param beta defines the rotation around second axis
  68928. * @param gamma defines the rotation around third axis
  68929. * @returns the new quaternion
  68930. */
  68931. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68932. /**
  68933. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68934. * @param alpha defines the rotation around first axis
  68935. * @param beta defines the rotation around second axis
  68936. * @param gamma defines the rotation around third axis
  68937. * @param result defines the target quaternion
  68938. */
  68939. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68940. /**
  68941. * 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)
  68942. * @param axis1 defines the first axis
  68943. * @param axis2 defines the second axis
  68944. * @param axis3 defines the third axis
  68945. * @returns the new quaternion
  68946. */
  68947. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68948. /**
  68949. * 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
  68950. * @param axis1 defines the first axis
  68951. * @param axis2 defines the second axis
  68952. * @param axis3 defines the third axis
  68953. * @param ref defines the target quaternion
  68954. */
  68955. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68956. /**
  68957. * Interpolates between two quaternions
  68958. * @param left defines first quaternion
  68959. * @param right defines second quaternion
  68960. * @param amount defines the gradient to use
  68961. * @returns the new interpolated quaternion
  68962. */
  68963. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68964. /**
  68965. * Interpolates between two quaternions and stores it into a target quaternion
  68966. * @param left defines first quaternion
  68967. * @param right defines second quaternion
  68968. * @param amount defines the gradient to use
  68969. * @param result defines the target quaternion
  68970. */
  68971. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68972. /**
  68973. * Interpolate between two quaternions using Hermite interpolation
  68974. * @param value1 defines first quaternion
  68975. * @param tangent1 defines the incoming tangent
  68976. * @param value2 defines second quaternion
  68977. * @param tangent2 defines the outgoing tangent
  68978. * @param amount defines the target quaternion
  68979. * @returns the new interpolated quaternion
  68980. */
  68981. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68982. }
  68983. /**
  68984. * Class used to store matrix data (4x4)
  68985. */
  68986. export class Matrix {
  68987. private static _updateFlagSeed;
  68988. private static _identityReadOnly;
  68989. private _isIdentity;
  68990. private _isIdentityDirty;
  68991. private _isIdentity3x2;
  68992. private _isIdentity3x2Dirty;
  68993. /**
  68994. * Gets the update flag of the matrix which is an unique number for the matrix.
  68995. * It will be incremented every time the matrix data change.
  68996. * You can use it to speed the comparison between two versions of the same matrix.
  68997. */
  68998. updateFlag: number;
  68999. private readonly _m;
  69000. /**
  69001. * Gets the internal data of the matrix
  69002. */
  69003. readonly m: DeepImmutable<Float32Array>;
  69004. /** @hidden */
  69005. _markAsUpdated(): void;
  69006. /** @hidden */
  69007. private _updateIdentityStatus;
  69008. /**
  69009. * Creates an empty matrix (filled with zeros)
  69010. */
  69011. constructor();
  69012. /**
  69013. * Check if the current matrix is identity
  69014. * @returns true is the matrix is the identity matrix
  69015. */
  69016. isIdentity(): boolean;
  69017. /**
  69018. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  69019. * @returns true is the matrix is the identity matrix
  69020. */
  69021. isIdentityAs3x2(): boolean;
  69022. /**
  69023. * Gets the determinant of the matrix
  69024. * @returns the matrix determinant
  69025. */
  69026. determinant(): number;
  69027. /**
  69028. * Returns the matrix as a Float32Array
  69029. * @returns the matrix underlying array
  69030. */
  69031. toArray(): DeepImmutable<Float32Array>;
  69032. /**
  69033. * Returns the matrix as a Float32Array
  69034. * @returns the matrix underlying array.
  69035. */
  69036. asArray(): DeepImmutable<Float32Array>;
  69037. /**
  69038. * Inverts the current matrix in place
  69039. * @returns the current inverted matrix
  69040. */
  69041. invert(): Matrix;
  69042. /**
  69043. * Sets all the matrix elements to zero
  69044. * @returns the current matrix
  69045. */
  69046. reset(): Matrix;
  69047. /**
  69048. * Adds the current matrix with a second one
  69049. * @param other defines the matrix to add
  69050. * @returns a new matrix as the addition of the current matrix and the given one
  69051. */
  69052. add(other: DeepImmutable<Matrix>): Matrix;
  69053. /**
  69054. * Sets the given matrix "result" to the addition of the current matrix and the given one
  69055. * @param other defines the matrix to add
  69056. * @param result defines the target matrix
  69057. * @returns the current matrix
  69058. */
  69059. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69060. /**
  69061. * Adds in place the given matrix to the current matrix
  69062. * @param other defines the second operand
  69063. * @returns the current updated matrix
  69064. */
  69065. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  69066. /**
  69067. * Sets the given matrix to the current inverted Matrix
  69068. * @param other defines the target matrix
  69069. * @returns the unmodified current matrix
  69070. */
  69071. invertToRef(other: Matrix): Matrix;
  69072. /**
  69073. * add a value at the specified position in the current Matrix
  69074. * @param index the index of the value within the matrix. between 0 and 15.
  69075. * @param value the value to be added
  69076. * @returns the current updated matrix
  69077. */
  69078. addAtIndex(index: number, value: number): Matrix;
  69079. /**
  69080. * mutiply the specified position in the current Matrix by a value
  69081. * @param index the index of the value within the matrix. between 0 and 15.
  69082. * @param value the value to be added
  69083. * @returns the current updated matrix
  69084. */
  69085. multiplyAtIndex(index: number, value: number): Matrix;
  69086. /**
  69087. * Inserts the translation vector (using 3 floats) in the current matrix
  69088. * @param x defines the 1st component of the translation
  69089. * @param y defines the 2nd component of the translation
  69090. * @param z defines the 3rd component of the translation
  69091. * @returns the current updated matrix
  69092. */
  69093. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69094. /**
  69095. * Adds the translation vector (using 3 floats) in the current matrix
  69096. * @param x defines the 1st component of the translation
  69097. * @param y defines the 2nd component of the translation
  69098. * @param z defines the 3rd component of the translation
  69099. * @returns the current updated matrix
  69100. */
  69101. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69102. /**
  69103. * Inserts the translation vector in the current matrix
  69104. * @param vector3 defines the translation to insert
  69105. * @returns the current updated matrix
  69106. */
  69107. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  69108. /**
  69109. * Gets the translation value of the current matrix
  69110. * @returns a new Vector3 as the extracted translation from the matrix
  69111. */
  69112. getTranslation(): Vector3;
  69113. /**
  69114. * Fill a Vector3 with the extracted translation from the matrix
  69115. * @param result defines the Vector3 where to store the translation
  69116. * @returns the current matrix
  69117. */
  69118. getTranslationToRef(result: Vector3): Matrix;
  69119. /**
  69120. * Remove rotation and scaling part from the matrix
  69121. * @returns the updated matrix
  69122. */
  69123. removeRotationAndScaling(): Matrix;
  69124. /**
  69125. * Multiply two matrices
  69126. * @param other defines the second operand
  69127. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  69128. */
  69129. multiply(other: DeepImmutable<Matrix>): Matrix;
  69130. /**
  69131. * Copy the current matrix from the given one
  69132. * @param other defines the source matrix
  69133. * @returns the current updated matrix
  69134. */
  69135. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  69136. /**
  69137. * Populates the given array from the starting index with the current matrix values
  69138. * @param array defines the target array
  69139. * @param offset defines the offset in the target array where to start storing values
  69140. * @returns the current matrix
  69141. */
  69142. copyToArray(array: Float32Array, offset?: number): Matrix;
  69143. /**
  69144. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  69145. * @param other defines the second operand
  69146. * @param result defines the matrix where to store the multiplication
  69147. * @returns the current matrix
  69148. */
  69149. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69150. /**
  69151. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  69152. * @param other defines the second operand
  69153. * @param result defines the array where to store the multiplication
  69154. * @param offset defines the offset in the target array where to start storing values
  69155. * @returns the current matrix
  69156. */
  69157. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  69158. /**
  69159. * Check equality between this matrix and a second one
  69160. * @param value defines the second matrix to compare
  69161. * @returns true is the current matrix and the given one values are strictly equal
  69162. */
  69163. equals(value: DeepImmutable<Matrix>): boolean;
  69164. /**
  69165. * Clone the current matrix
  69166. * @returns a new matrix from the current matrix
  69167. */
  69168. clone(): Matrix;
  69169. /**
  69170. * Returns the name of the current matrix class
  69171. * @returns the string "Matrix"
  69172. */
  69173. getClassName(): string;
  69174. /**
  69175. * Gets the hash code of the current matrix
  69176. * @returns the hash code
  69177. */
  69178. getHashCode(): number;
  69179. /**
  69180. * Decomposes the current Matrix into a translation, rotation and scaling components
  69181. * @param scale defines the scale vector3 given as a reference to update
  69182. * @param rotation defines the rotation quaternion given as a reference to update
  69183. * @param translation defines the translation vector3 given as a reference to update
  69184. * @returns true if operation was successful
  69185. */
  69186. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69187. /**
  69188. * Gets specific row of the matrix
  69189. * @param index defines the number of the row to get
  69190. * @returns the index-th row of the current matrix as a new Vector4
  69191. */
  69192. getRow(index: number): Nullable<Vector4>;
  69193. /**
  69194. * Sets the index-th row of the current matrix to the vector4 values
  69195. * @param index defines the number of the row to set
  69196. * @param row defines the target vector4
  69197. * @returns the updated current matrix
  69198. */
  69199. setRow(index: number, row: Vector4): Matrix;
  69200. /**
  69201. * Compute the transpose of the matrix
  69202. * @returns the new transposed matrix
  69203. */
  69204. transpose(): Matrix;
  69205. /**
  69206. * Compute the transpose of the matrix and store it in a given matrix
  69207. * @param result defines the target matrix
  69208. * @returns the current matrix
  69209. */
  69210. transposeToRef(result: Matrix): Matrix;
  69211. /**
  69212. * Sets the index-th row of the current matrix with the given 4 x float values
  69213. * @param index defines the row index
  69214. * @param x defines the x component to set
  69215. * @param y defines the y component to set
  69216. * @param z defines the z component to set
  69217. * @param w defines the w component to set
  69218. * @returns the updated current matrix
  69219. */
  69220. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69221. /**
  69222. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69223. * @param scale defines the scale factor
  69224. * @returns a new matrix
  69225. */
  69226. scale(scale: number): Matrix;
  69227. /**
  69228. * Scale the current matrix values by a factor to a given result matrix
  69229. * @param scale defines the scale factor
  69230. * @param result defines the matrix to store the result
  69231. * @returns the current matrix
  69232. */
  69233. scaleToRef(scale: number, result: Matrix): Matrix;
  69234. /**
  69235. * Scale the current matrix values by a factor and add the result to a given matrix
  69236. * @param scale defines the scale factor
  69237. * @param result defines the Matrix to store the result
  69238. * @returns the current matrix
  69239. */
  69240. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69241. /**
  69242. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69243. * @param ref matrix to store the result
  69244. */
  69245. toNormalMatrix(ref: Matrix): void;
  69246. /**
  69247. * Gets only rotation part of the current matrix
  69248. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69249. */
  69250. getRotationMatrix(): Matrix;
  69251. /**
  69252. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69253. * @param result defines the target matrix to store data to
  69254. * @returns the current matrix
  69255. */
  69256. getRotationMatrixToRef(result: Matrix): Matrix;
  69257. /**
  69258. * Toggles model matrix from being right handed to left handed in place and vice versa
  69259. */
  69260. toggleModelMatrixHandInPlace(): void;
  69261. /**
  69262. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69263. */
  69264. toggleProjectionMatrixHandInPlace(): void;
  69265. /**
  69266. * Creates a matrix from an array
  69267. * @param array defines the source array
  69268. * @param offset defines an offset in the source array
  69269. * @returns a new Matrix set from the starting index of the given array
  69270. */
  69271. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69272. /**
  69273. * Copy the content of an array into a given matrix
  69274. * @param array defines the source array
  69275. * @param offset defines an offset in the source array
  69276. * @param result defines the target matrix
  69277. */
  69278. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69279. /**
  69280. * Stores an array into a matrix after having multiplied each component by a given factor
  69281. * @param array defines the source array
  69282. * @param offset defines the offset in the source array
  69283. * @param scale defines the scaling factor
  69284. * @param result defines the target matrix
  69285. */
  69286. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69287. /**
  69288. * Gets an identity matrix that must not be updated
  69289. */
  69290. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69291. /**
  69292. * Stores a list of values (16) inside a given matrix
  69293. * @param initialM11 defines 1st value of 1st row
  69294. * @param initialM12 defines 2nd value of 1st row
  69295. * @param initialM13 defines 3rd value of 1st row
  69296. * @param initialM14 defines 4th value of 1st row
  69297. * @param initialM21 defines 1st value of 2nd row
  69298. * @param initialM22 defines 2nd value of 2nd row
  69299. * @param initialM23 defines 3rd value of 2nd row
  69300. * @param initialM24 defines 4th value of 2nd row
  69301. * @param initialM31 defines 1st value of 3rd row
  69302. * @param initialM32 defines 2nd value of 3rd row
  69303. * @param initialM33 defines 3rd value of 3rd row
  69304. * @param initialM34 defines 4th value of 3rd row
  69305. * @param initialM41 defines 1st value of 4th row
  69306. * @param initialM42 defines 2nd value of 4th row
  69307. * @param initialM43 defines 3rd value of 4th row
  69308. * @param initialM44 defines 4th value of 4th row
  69309. * @param result defines the target matrix
  69310. */
  69311. 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;
  69312. /**
  69313. * Creates new matrix from a list of values (16)
  69314. * @param initialM11 defines 1st value of 1st row
  69315. * @param initialM12 defines 2nd value of 1st row
  69316. * @param initialM13 defines 3rd value of 1st row
  69317. * @param initialM14 defines 4th value of 1st row
  69318. * @param initialM21 defines 1st value of 2nd row
  69319. * @param initialM22 defines 2nd value of 2nd row
  69320. * @param initialM23 defines 3rd value of 2nd row
  69321. * @param initialM24 defines 4th value of 2nd row
  69322. * @param initialM31 defines 1st value of 3rd row
  69323. * @param initialM32 defines 2nd value of 3rd row
  69324. * @param initialM33 defines 3rd value of 3rd row
  69325. * @param initialM34 defines 4th value of 3rd row
  69326. * @param initialM41 defines 1st value of 4th row
  69327. * @param initialM42 defines 2nd value of 4th row
  69328. * @param initialM43 defines 3rd value of 4th row
  69329. * @param initialM44 defines 4th value of 4th row
  69330. * @returns the new matrix
  69331. */
  69332. 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;
  69333. /**
  69334. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69335. * @param scale defines the scale vector3
  69336. * @param rotation defines the rotation quaternion
  69337. * @param translation defines the translation vector3
  69338. * @returns a new matrix
  69339. */
  69340. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69341. /**
  69342. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69343. * @param scale defines the scale vector3
  69344. * @param rotation defines the rotation quaternion
  69345. * @param translation defines the translation vector3
  69346. * @param result defines the target matrix
  69347. */
  69348. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69349. /**
  69350. * Creates a new identity matrix
  69351. * @returns a new identity matrix
  69352. */
  69353. static Identity(): Matrix;
  69354. /**
  69355. * Creates a new identity matrix and stores the result in a given matrix
  69356. * @param result defines the target matrix
  69357. */
  69358. static IdentityToRef(result: Matrix): void;
  69359. /**
  69360. * Creates a new zero matrix
  69361. * @returns a new zero matrix
  69362. */
  69363. static Zero(): Matrix;
  69364. /**
  69365. * Creates a new rotation matrix for "angle" radians around the X axis
  69366. * @param angle defines the angle (in radians) to use
  69367. * @return the new matrix
  69368. */
  69369. static RotationX(angle: number): Matrix;
  69370. /**
  69371. * Creates a new matrix as the invert of a given matrix
  69372. * @param source defines the source matrix
  69373. * @returns the new matrix
  69374. */
  69375. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69376. /**
  69377. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69378. * @param angle defines the angle (in radians) to use
  69379. * @param result defines the target matrix
  69380. */
  69381. static RotationXToRef(angle: number, result: Matrix): void;
  69382. /**
  69383. * Creates a new rotation matrix for "angle" radians around the Y axis
  69384. * @param angle defines the angle (in radians) to use
  69385. * @return the new matrix
  69386. */
  69387. static RotationY(angle: number): Matrix;
  69388. /**
  69389. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69390. * @param angle defines the angle (in radians) to use
  69391. * @param result defines the target matrix
  69392. */
  69393. static RotationYToRef(angle: number, result: Matrix): void;
  69394. /**
  69395. * Creates a new rotation matrix for "angle" radians around the Z axis
  69396. * @param angle defines the angle (in radians) to use
  69397. * @return the new matrix
  69398. */
  69399. static RotationZ(angle: number): Matrix;
  69400. /**
  69401. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69402. * @param angle defines the angle (in radians) to use
  69403. * @param result defines the target matrix
  69404. */
  69405. static RotationZToRef(angle: number, result: Matrix): void;
  69406. /**
  69407. * Creates a new rotation matrix for "angle" radians around the given axis
  69408. * @param axis defines the axis to use
  69409. * @param angle defines the angle (in radians) to use
  69410. * @return the new matrix
  69411. */
  69412. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69413. /**
  69414. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69415. * @param axis defines the axis to use
  69416. * @param angle defines the angle (in radians) to use
  69417. * @param result defines the target matrix
  69418. */
  69419. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69420. /**
  69421. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69422. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69423. * @param from defines the vector to align
  69424. * @param to defines the vector to align to
  69425. * @param result defines the target matrix
  69426. */
  69427. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69428. /**
  69429. * Creates a rotation matrix
  69430. * @param yaw defines the yaw angle in radians (Y axis)
  69431. * @param pitch defines the pitch angle in radians (X axis)
  69432. * @param roll defines the roll angle in radians (X axis)
  69433. * @returns the new rotation matrix
  69434. */
  69435. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69436. /**
  69437. * Creates a rotation matrix and stores it in a given matrix
  69438. * @param yaw defines the yaw angle in radians (Y axis)
  69439. * @param pitch defines the pitch angle in radians (X axis)
  69440. * @param roll defines the roll angle in radians (X axis)
  69441. * @param result defines the target matrix
  69442. */
  69443. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69444. /**
  69445. * Creates a scaling matrix
  69446. * @param x defines the scale factor on X axis
  69447. * @param y defines the scale factor on Y axis
  69448. * @param z defines the scale factor on Z axis
  69449. * @returns the new matrix
  69450. */
  69451. static Scaling(x: number, y: number, z: number): Matrix;
  69452. /**
  69453. * Creates a scaling matrix and stores it in a given matrix
  69454. * @param x defines the scale factor on X axis
  69455. * @param y defines the scale factor on Y axis
  69456. * @param z defines the scale factor on Z axis
  69457. * @param result defines the target matrix
  69458. */
  69459. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69460. /**
  69461. * Creates a translation matrix
  69462. * @param x defines the translation on X axis
  69463. * @param y defines the translation on Y axis
  69464. * @param z defines the translationon Z axis
  69465. * @returns the new matrix
  69466. */
  69467. static Translation(x: number, y: number, z: number): Matrix;
  69468. /**
  69469. * Creates a translation matrix and stores it in a given matrix
  69470. * @param x defines the translation on X axis
  69471. * @param y defines the translation on Y axis
  69472. * @param z defines the translationon Z axis
  69473. * @param result defines the target matrix
  69474. */
  69475. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69476. /**
  69477. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69478. * @param startValue defines the start value
  69479. * @param endValue defines the end value
  69480. * @param gradient defines the gradient factor
  69481. * @returns the new matrix
  69482. */
  69483. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69484. /**
  69485. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69486. * @param startValue defines the start value
  69487. * @param endValue defines the end value
  69488. * @param gradient defines the gradient factor
  69489. * @param result defines the Matrix object where to store data
  69490. */
  69491. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69492. /**
  69493. * Builds a new matrix whose values are computed by:
  69494. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69495. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69496. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69497. * @param startValue defines the first matrix
  69498. * @param endValue defines the second matrix
  69499. * @param gradient defines the gradient between the two matrices
  69500. * @returns the new matrix
  69501. */
  69502. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69503. /**
  69504. * Update a matrix to values which are computed by:
  69505. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69506. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69507. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69508. * @param startValue defines the first matrix
  69509. * @param endValue defines the second matrix
  69510. * @param gradient defines the gradient between the two matrices
  69511. * @param result defines the target matrix
  69512. */
  69513. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69514. /**
  69515. * 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"
  69516. * This function works in left handed mode
  69517. * @param eye defines the final position of the entity
  69518. * @param target defines where the entity should look at
  69519. * @param up defines the up vector for the entity
  69520. * @returns the new matrix
  69521. */
  69522. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69523. /**
  69524. * 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".
  69525. * This function works in left handed mode
  69526. * @param eye defines the final position of the entity
  69527. * @param target defines where the entity should look at
  69528. * @param up defines the up vector for the entity
  69529. * @param result defines the target matrix
  69530. */
  69531. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69532. /**
  69533. * 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"
  69534. * This function works in right handed mode
  69535. * @param eye defines the final position of the entity
  69536. * @param target defines where the entity should look at
  69537. * @param up defines the up vector for the entity
  69538. * @returns the new matrix
  69539. */
  69540. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69541. /**
  69542. * 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".
  69543. * This function works in right handed mode
  69544. * @param eye defines the final position of the entity
  69545. * @param target defines where the entity should look at
  69546. * @param up defines the up vector for the entity
  69547. * @param result defines the target matrix
  69548. */
  69549. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69550. /**
  69551. * Create a left-handed orthographic projection matrix
  69552. * @param width defines the viewport width
  69553. * @param height defines the viewport height
  69554. * @param znear defines the near clip plane
  69555. * @param zfar defines the far clip plane
  69556. * @returns a new matrix as a left-handed orthographic projection matrix
  69557. */
  69558. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69559. /**
  69560. * Store a left-handed orthographic projection to a given matrix
  69561. * @param width defines the viewport width
  69562. * @param height defines the viewport height
  69563. * @param znear defines the near clip plane
  69564. * @param zfar defines the far clip plane
  69565. * @param result defines the target matrix
  69566. */
  69567. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69568. /**
  69569. * Create a left-handed orthographic projection matrix
  69570. * @param left defines the viewport left coordinate
  69571. * @param right defines the viewport right coordinate
  69572. * @param bottom defines the viewport bottom coordinate
  69573. * @param top defines the viewport top coordinate
  69574. * @param znear defines the near clip plane
  69575. * @param zfar defines the far clip plane
  69576. * @returns a new matrix as a left-handed orthographic projection matrix
  69577. */
  69578. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69579. /**
  69580. * Stores a left-handed orthographic projection into a given matrix
  69581. * @param left defines the viewport left coordinate
  69582. * @param right defines the viewport right coordinate
  69583. * @param bottom defines the viewport bottom coordinate
  69584. * @param top defines the viewport top coordinate
  69585. * @param znear defines the near clip plane
  69586. * @param zfar defines the far clip plane
  69587. * @param result defines the target matrix
  69588. */
  69589. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69590. /**
  69591. * Creates a right-handed orthographic projection matrix
  69592. * @param left defines the viewport left coordinate
  69593. * @param right defines the viewport right coordinate
  69594. * @param bottom defines the viewport bottom coordinate
  69595. * @param top defines the viewport top coordinate
  69596. * @param znear defines the near clip plane
  69597. * @param zfar defines the far clip plane
  69598. * @returns a new matrix as a right-handed orthographic projection matrix
  69599. */
  69600. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69601. /**
  69602. * Stores a right-handed orthographic projection into a given matrix
  69603. * @param left defines the viewport left coordinate
  69604. * @param right defines the viewport right coordinate
  69605. * @param bottom defines the viewport bottom coordinate
  69606. * @param top defines the viewport top coordinate
  69607. * @param znear defines the near clip plane
  69608. * @param zfar defines the far clip plane
  69609. * @param result defines the target matrix
  69610. */
  69611. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69612. /**
  69613. * Creates a left-handed perspective projection matrix
  69614. * @param width defines the viewport width
  69615. * @param height defines the viewport height
  69616. * @param znear defines the near clip plane
  69617. * @param zfar defines the far clip plane
  69618. * @returns a new matrix as a left-handed perspective projection matrix
  69619. */
  69620. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69621. /**
  69622. * Creates a left-handed perspective projection matrix
  69623. * @param fov defines the horizontal field of view
  69624. * @param aspect defines the aspect ratio
  69625. * @param znear defines the near clip plane
  69626. * @param zfar defines the far clip plane
  69627. * @returns a new matrix as a left-handed perspective projection matrix
  69628. */
  69629. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69630. /**
  69631. * Stores a left-handed perspective projection into a given matrix
  69632. * @param fov defines the horizontal field of view
  69633. * @param aspect defines the aspect ratio
  69634. * @param znear defines the near clip plane
  69635. * @param zfar defines the far clip plane
  69636. * @param result defines the target matrix
  69637. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69638. */
  69639. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69640. /**
  69641. * Creates a right-handed perspective projection matrix
  69642. * @param fov defines the horizontal field of view
  69643. * @param aspect defines the aspect ratio
  69644. * @param znear defines the near clip plane
  69645. * @param zfar defines the far clip plane
  69646. * @returns a new matrix as a right-handed perspective projection matrix
  69647. */
  69648. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69649. /**
  69650. * Stores a right-handed perspective projection into a given matrix
  69651. * @param fov defines the horizontal field of view
  69652. * @param aspect defines the aspect ratio
  69653. * @param znear defines the near clip plane
  69654. * @param zfar defines the far clip plane
  69655. * @param result defines the target matrix
  69656. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69657. */
  69658. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69659. /**
  69660. * Stores a perspective projection for WebVR info a given matrix
  69661. * @param fov defines the field of view
  69662. * @param znear defines the near clip plane
  69663. * @param zfar defines the far clip plane
  69664. * @param result defines the target matrix
  69665. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69666. */
  69667. static PerspectiveFovWebVRToRef(fov: {
  69668. upDegrees: number;
  69669. downDegrees: number;
  69670. leftDegrees: number;
  69671. rightDegrees: number;
  69672. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69673. /**
  69674. * Computes a complete transformation matrix
  69675. * @param viewport defines the viewport to use
  69676. * @param world defines the world matrix
  69677. * @param view defines the view matrix
  69678. * @param projection defines the projection matrix
  69679. * @param zmin defines the near clip plane
  69680. * @param zmax defines the far clip plane
  69681. * @returns the transformation matrix
  69682. */
  69683. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69684. /**
  69685. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69686. * @param matrix defines the matrix to use
  69687. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69688. */
  69689. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69690. /**
  69691. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69692. * @param matrix defines the matrix to use
  69693. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69694. */
  69695. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69696. /**
  69697. * Compute the transpose of a given matrix
  69698. * @param matrix defines the matrix to transpose
  69699. * @returns the new matrix
  69700. */
  69701. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69702. /**
  69703. * Compute the transpose of a matrix and store it in a target matrix
  69704. * @param matrix defines the matrix to transpose
  69705. * @param result defines the target matrix
  69706. */
  69707. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69708. /**
  69709. * Computes a reflection matrix from a plane
  69710. * @param plane defines the reflection plane
  69711. * @returns a new matrix
  69712. */
  69713. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69714. /**
  69715. * Computes a reflection matrix from a plane
  69716. * @param plane defines the reflection plane
  69717. * @param result defines the target matrix
  69718. */
  69719. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69720. /**
  69721. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69722. * @param xaxis defines the value of the 1st axis
  69723. * @param yaxis defines the value of the 2nd axis
  69724. * @param zaxis defines the value of the 3rd axis
  69725. * @param result defines the target matrix
  69726. */
  69727. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69728. /**
  69729. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69730. * @param quat defines the quaternion to use
  69731. * @param result defines the target matrix
  69732. */
  69733. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69734. }
  69735. /**
  69736. * @hidden
  69737. */
  69738. export class TmpVectors {
  69739. static Vector2: Vector2[];
  69740. static Vector3: Vector3[];
  69741. static Vector4: Vector4[];
  69742. static Quaternion: Quaternion[];
  69743. static Matrix: Matrix[];
  69744. }
  69745. }
  69746. declare module BABYLON {
  69747. /** Defines the cross module used constants to avoid circular dependncies */
  69748. export class Constants {
  69749. /** Defines that alpha blending is disabled */
  69750. static readonly ALPHA_DISABLE: number;
  69751. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69752. static readonly ALPHA_ADD: number;
  69753. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69754. static readonly ALPHA_COMBINE: number;
  69755. /** Defines that alpha blending to DEST - SRC * DEST */
  69756. static readonly ALPHA_SUBTRACT: number;
  69757. /** Defines that alpha blending to SRC * DEST */
  69758. static readonly ALPHA_MULTIPLY: number;
  69759. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69760. static readonly ALPHA_MAXIMIZED: number;
  69761. /** Defines that alpha blending to SRC + DEST */
  69762. static readonly ALPHA_ONEONE: number;
  69763. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69764. static readonly ALPHA_PREMULTIPLIED: number;
  69765. /**
  69766. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69767. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69768. */
  69769. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69770. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69771. static readonly ALPHA_INTERPOLATE: number;
  69772. /**
  69773. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69774. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69775. */
  69776. static readonly ALPHA_SCREENMODE: number;
  69777. /** Defines that the ressource is not delayed*/
  69778. static readonly DELAYLOADSTATE_NONE: number;
  69779. /** Defines that the ressource was successfully delay loaded */
  69780. static readonly DELAYLOADSTATE_LOADED: number;
  69781. /** Defines that the ressource is currently delay loading */
  69782. static readonly DELAYLOADSTATE_LOADING: number;
  69783. /** Defines that the ressource is delayed and has not started loading */
  69784. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69785. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69786. static readonly NEVER: number;
  69787. /** 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 */
  69788. static readonly ALWAYS: number;
  69789. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69790. static readonly LESS: number;
  69791. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69792. static readonly EQUAL: number;
  69793. /** 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 */
  69794. static readonly LEQUAL: number;
  69795. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69796. static readonly GREATER: number;
  69797. /** 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 */
  69798. static readonly GEQUAL: number;
  69799. /** 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 */
  69800. static readonly NOTEQUAL: number;
  69801. /** Passed to stencilOperation to specify that stencil value must be kept */
  69802. static readonly KEEP: number;
  69803. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69804. static readonly REPLACE: number;
  69805. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69806. static readonly INCR: number;
  69807. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69808. static readonly DECR: number;
  69809. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69810. static readonly INVERT: number;
  69811. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69812. static readonly INCR_WRAP: number;
  69813. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69814. static readonly DECR_WRAP: number;
  69815. /** Texture is not repeating outside of 0..1 UVs */
  69816. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69817. /** Texture is repeating outside of 0..1 UVs */
  69818. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69819. /** Texture is repeating and mirrored */
  69820. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69821. /** ALPHA */
  69822. static readonly TEXTUREFORMAT_ALPHA: number;
  69823. /** LUMINANCE */
  69824. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69825. /** LUMINANCE_ALPHA */
  69826. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69827. /** RGB */
  69828. static readonly TEXTUREFORMAT_RGB: number;
  69829. /** RGBA */
  69830. static readonly TEXTUREFORMAT_RGBA: number;
  69831. /** RED */
  69832. static readonly TEXTUREFORMAT_RED: number;
  69833. /** RED (2nd reference) */
  69834. static readonly TEXTUREFORMAT_R: number;
  69835. /** RG */
  69836. static readonly TEXTUREFORMAT_RG: number;
  69837. /** RED_INTEGER */
  69838. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69839. /** RED_INTEGER (2nd reference) */
  69840. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69841. /** RG_INTEGER */
  69842. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69843. /** RGB_INTEGER */
  69844. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69845. /** RGBA_INTEGER */
  69846. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69847. /** UNSIGNED_BYTE */
  69848. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69849. /** UNSIGNED_BYTE (2nd reference) */
  69850. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69851. /** FLOAT */
  69852. static readonly TEXTURETYPE_FLOAT: number;
  69853. /** HALF_FLOAT */
  69854. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69855. /** BYTE */
  69856. static readonly TEXTURETYPE_BYTE: number;
  69857. /** SHORT */
  69858. static readonly TEXTURETYPE_SHORT: number;
  69859. /** UNSIGNED_SHORT */
  69860. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69861. /** INT */
  69862. static readonly TEXTURETYPE_INT: number;
  69863. /** UNSIGNED_INT */
  69864. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69865. /** UNSIGNED_SHORT_4_4_4_4 */
  69866. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69867. /** UNSIGNED_SHORT_5_5_5_1 */
  69868. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69869. /** UNSIGNED_SHORT_5_6_5 */
  69870. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69871. /** UNSIGNED_INT_2_10_10_10_REV */
  69872. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69873. /** UNSIGNED_INT_24_8 */
  69874. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69875. /** UNSIGNED_INT_10F_11F_11F_REV */
  69876. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69877. /** UNSIGNED_INT_5_9_9_9_REV */
  69878. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69879. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69880. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69881. /** nearest is mag = nearest and min = nearest and mip = linear */
  69882. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69883. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69884. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69885. /** Trilinear is mag = linear and min = linear and mip = linear */
  69886. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69887. /** nearest is mag = nearest and min = nearest and mip = linear */
  69888. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69889. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69890. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69891. /** Trilinear is mag = linear and min = linear and mip = linear */
  69892. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69893. /** mag = nearest and min = nearest and mip = nearest */
  69894. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69895. /** mag = nearest and min = linear and mip = nearest */
  69896. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69897. /** mag = nearest and min = linear and mip = linear */
  69898. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69899. /** mag = nearest and min = linear and mip = none */
  69900. static readonly TEXTURE_NEAREST_LINEAR: number;
  69901. /** mag = nearest and min = nearest and mip = none */
  69902. static readonly TEXTURE_NEAREST_NEAREST: number;
  69903. /** mag = linear and min = nearest and mip = nearest */
  69904. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69905. /** mag = linear and min = nearest and mip = linear */
  69906. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69907. /** mag = linear and min = linear and mip = none */
  69908. static readonly TEXTURE_LINEAR_LINEAR: number;
  69909. /** mag = linear and min = nearest and mip = none */
  69910. static readonly TEXTURE_LINEAR_NEAREST: number;
  69911. /** Explicit coordinates mode */
  69912. static readonly TEXTURE_EXPLICIT_MODE: number;
  69913. /** Spherical coordinates mode */
  69914. static readonly TEXTURE_SPHERICAL_MODE: number;
  69915. /** Planar coordinates mode */
  69916. static readonly TEXTURE_PLANAR_MODE: number;
  69917. /** Cubic coordinates mode */
  69918. static readonly TEXTURE_CUBIC_MODE: number;
  69919. /** Projection coordinates mode */
  69920. static readonly TEXTURE_PROJECTION_MODE: number;
  69921. /** Skybox coordinates mode */
  69922. static readonly TEXTURE_SKYBOX_MODE: number;
  69923. /** Inverse Cubic coordinates mode */
  69924. static readonly TEXTURE_INVCUBIC_MODE: number;
  69925. /** Equirectangular coordinates mode */
  69926. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69927. /** Equirectangular Fixed coordinates mode */
  69928. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69929. /** Equirectangular Fixed Mirrored coordinates mode */
  69930. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69931. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69932. static readonly SCALEMODE_FLOOR: number;
  69933. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69934. static readonly SCALEMODE_NEAREST: number;
  69935. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69936. static readonly SCALEMODE_CEILING: number;
  69937. /**
  69938. * The dirty texture flag value
  69939. */
  69940. static readonly MATERIAL_TextureDirtyFlag: number;
  69941. /**
  69942. * The dirty light flag value
  69943. */
  69944. static readonly MATERIAL_LightDirtyFlag: number;
  69945. /**
  69946. * The dirty fresnel flag value
  69947. */
  69948. static readonly MATERIAL_FresnelDirtyFlag: number;
  69949. /**
  69950. * The dirty attribute flag value
  69951. */
  69952. static readonly MATERIAL_AttributesDirtyFlag: number;
  69953. /**
  69954. * The dirty misc flag value
  69955. */
  69956. static readonly MATERIAL_MiscDirtyFlag: number;
  69957. /**
  69958. * The all dirty flag value
  69959. */
  69960. static readonly MATERIAL_AllDirtyFlag: number;
  69961. /**
  69962. * Returns the triangle fill mode
  69963. */
  69964. static readonly MATERIAL_TriangleFillMode: number;
  69965. /**
  69966. * Returns the wireframe mode
  69967. */
  69968. static readonly MATERIAL_WireFrameFillMode: number;
  69969. /**
  69970. * Returns the point fill mode
  69971. */
  69972. static readonly MATERIAL_PointFillMode: number;
  69973. /**
  69974. * Returns the point list draw mode
  69975. */
  69976. static readonly MATERIAL_PointListDrawMode: number;
  69977. /**
  69978. * Returns the line list draw mode
  69979. */
  69980. static readonly MATERIAL_LineListDrawMode: number;
  69981. /**
  69982. * Returns the line loop draw mode
  69983. */
  69984. static readonly MATERIAL_LineLoopDrawMode: number;
  69985. /**
  69986. * Returns the line strip draw mode
  69987. */
  69988. static readonly MATERIAL_LineStripDrawMode: number;
  69989. /**
  69990. * Returns the triangle strip draw mode
  69991. */
  69992. static readonly MATERIAL_TriangleStripDrawMode: number;
  69993. /**
  69994. * Returns the triangle fan draw mode
  69995. */
  69996. static readonly MATERIAL_TriangleFanDrawMode: number;
  69997. /**
  69998. * Stores the clock-wise side orientation
  69999. */
  70000. static readonly MATERIAL_ClockWiseSideOrientation: number;
  70001. /**
  70002. * Stores the counter clock-wise side orientation
  70003. */
  70004. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  70005. /**
  70006. * Nothing
  70007. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70008. */
  70009. static readonly ACTION_NothingTrigger: number;
  70010. /**
  70011. * On pick
  70012. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70013. */
  70014. static readonly ACTION_OnPickTrigger: number;
  70015. /**
  70016. * On left pick
  70017. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70018. */
  70019. static readonly ACTION_OnLeftPickTrigger: number;
  70020. /**
  70021. * On right pick
  70022. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70023. */
  70024. static readonly ACTION_OnRightPickTrigger: number;
  70025. /**
  70026. * On center pick
  70027. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70028. */
  70029. static readonly ACTION_OnCenterPickTrigger: number;
  70030. /**
  70031. * On pick down
  70032. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70033. */
  70034. static readonly ACTION_OnPickDownTrigger: number;
  70035. /**
  70036. * On double pick
  70037. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70038. */
  70039. static readonly ACTION_OnDoublePickTrigger: number;
  70040. /**
  70041. * On pick up
  70042. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70043. */
  70044. static readonly ACTION_OnPickUpTrigger: number;
  70045. /**
  70046. * On pick out.
  70047. * This trigger will only be raised if you also declared a OnPickDown
  70048. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70049. */
  70050. static readonly ACTION_OnPickOutTrigger: number;
  70051. /**
  70052. * On long press
  70053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70054. */
  70055. static readonly ACTION_OnLongPressTrigger: number;
  70056. /**
  70057. * On pointer over
  70058. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70059. */
  70060. static readonly ACTION_OnPointerOverTrigger: number;
  70061. /**
  70062. * On pointer out
  70063. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70064. */
  70065. static readonly ACTION_OnPointerOutTrigger: number;
  70066. /**
  70067. * On every frame
  70068. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70069. */
  70070. static readonly ACTION_OnEveryFrameTrigger: number;
  70071. /**
  70072. * On intersection enter
  70073. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70074. */
  70075. static readonly ACTION_OnIntersectionEnterTrigger: number;
  70076. /**
  70077. * On intersection exit
  70078. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70079. */
  70080. static readonly ACTION_OnIntersectionExitTrigger: number;
  70081. /**
  70082. * On key down
  70083. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70084. */
  70085. static readonly ACTION_OnKeyDownTrigger: number;
  70086. /**
  70087. * On key up
  70088. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70089. */
  70090. static readonly ACTION_OnKeyUpTrigger: number;
  70091. /**
  70092. * Billboard mode will only apply to Y axis
  70093. */
  70094. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  70095. /**
  70096. * Billboard mode will apply to all axes
  70097. */
  70098. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  70099. /**
  70100. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  70101. */
  70102. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  70103. /**
  70104. * Gets or sets base Assets URL
  70105. */
  70106. static PARTICLES_BaseAssetsUrl: string;
  70107. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  70108. * Test order :
  70109. * Is the bounding sphere outside the frustum ?
  70110. * If not, are the bounding box vertices outside the frustum ?
  70111. * It not, then the cullable object is in the frustum.
  70112. */
  70113. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  70114. /** Culling strategy : Bounding Sphere Only.
  70115. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  70116. * It's also less accurate than the standard because some not visible objects can still be selected.
  70117. * Test : is the bounding sphere outside the frustum ?
  70118. * If not, then the cullable object is in the frustum.
  70119. */
  70120. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  70121. /** Culling strategy : Optimistic Inclusion.
  70122. * This in an inclusion test first, then the standard exclusion test.
  70123. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  70124. * 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.
  70125. * Anyway, it's as accurate as the standard strategy.
  70126. * Test :
  70127. * Is the cullable object bounding sphere center in the frustum ?
  70128. * If not, apply the default culling strategy.
  70129. */
  70130. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  70131. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  70132. * This in an inclusion test first, then the bounding sphere only exclusion test.
  70133. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  70134. * 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.
  70135. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  70136. * Test :
  70137. * Is the cullable object bounding sphere center in the frustum ?
  70138. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  70139. */
  70140. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  70141. /**
  70142. * No logging while loading
  70143. */
  70144. static readonly SCENELOADER_NO_LOGGING: number;
  70145. /**
  70146. * Minimal logging while loading
  70147. */
  70148. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  70149. /**
  70150. * Summary logging while loading
  70151. */
  70152. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  70153. /**
  70154. * Detailled logging while loading
  70155. */
  70156. static readonly SCENELOADER_DETAILED_LOGGING: number;
  70157. }
  70158. }
  70159. declare module BABYLON {
  70160. /**
  70161. * Class used to store and describe the pipeline context associated with an effect
  70162. */
  70163. export interface IPipelineContext {
  70164. /**
  70165. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  70166. */
  70167. isAsync: boolean;
  70168. /**
  70169. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  70170. */
  70171. isReady: boolean;
  70172. /** @hidden */
  70173. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  70174. }
  70175. }
  70176. declare module BABYLON {
  70177. /** @hidden */
  70178. export interface IShaderProcessor {
  70179. attributeProcessor?: (attribute: string) => string;
  70180. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70181. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70182. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70183. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70184. lineProcessor?: (line: string, isFragment: boolean) => string;
  70185. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70186. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70187. }
  70188. }
  70189. declare module BABYLON {
  70190. /** @hidden */
  70191. export interface ProcessingOptions {
  70192. defines: string[];
  70193. indexParameters: any;
  70194. isFragment: boolean;
  70195. shouldUseHighPrecisionShader: boolean;
  70196. supportsUniformBuffers: boolean;
  70197. shadersRepository: string;
  70198. includesShadersStore: {
  70199. [key: string]: string;
  70200. };
  70201. processor?: IShaderProcessor;
  70202. version: string;
  70203. platformName: string;
  70204. lookForClosingBracketForUniformBuffer?: boolean;
  70205. }
  70206. }
  70207. declare module BABYLON {
  70208. /**
  70209. * Helper to manipulate strings
  70210. */
  70211. export class StringTools {
  70212. /**
  70213. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70214. * @param str Source string
  70215. * @param suffix Suffix to search for in the source string
  70216. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70217. */
  70218. static EndsWith(str: string, suffix: string): boolean;
  70219. /**
  70220. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70221. * @param str Source string
  70222. * @param suffix Suffix to search for in the source string
  70223. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70224. */
  70225. static StartsWith(str: string, suffix: string): boolean;
  70226. }
  70227. }
  70228. declare module BABYLON {
  70229. /** @hidden */
  70230. export class ShaderCodeNode {
  70231. line: string;
  70232. children: ShaderCodeNode[];
  70233. additionalDefineKey?: string;
  70234. additionalDefineValue?: string;
  70235. isValid(preprocessors: {
  70236. [key: string]: string;
  70237. }): boolean;
  70238. process(preprocessors: {
  70239. [key: string]: string;
  70240. }, options: ProcessingOptions): string;
  70241. }
  70242. }
  70243. declare module BABYLON {
  70244. /** @hidden */
  70245. export class ShaderCodeCursor {
  70246. private _lines;
  70247. lineIndex: number;
  70248. readonly currentLine: string;
  70249. readonly canRead: boolean;
  70250. lines: string[];
  70251. }
  70252. }
  70253. declare module BABYLON {
  70254. /** @hidden */
  70255. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70256. process(preprocessors: {
  70257. [key: string]: string;
  70258. }, options: ProcessingOptions): string;
  70259. }
  70260. }
  70261. declare module BABYLON {
  70262. /** @hidden */
  70263. export class ShaderDefineExpression {
  70264. isTrue(preprocessors: {
  70265. [key: string]: string;
  70266. }): boolean;
  70267. }
  70268. }
  70269. declare module BABYLON {
  70270. /** @hidden */
  70271. export class ShaderCodeTestNode extends ShaderCodeNode {
  70272. testExpression: ShaderDefineExpression;
  70273. isValid(preprocessors: {
  70274. [key: string]: string;
  70275. }): boolean;
  70276. }
  70277. }
  70278. declare module BABYLON {
  70279. /** @hidden */
  70280. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70281. define: string;
  70282. not: boolean;
  70283. constructor(define: string, not?: boolean);
  70284. isTrue(preprocessors: {
  70285. [key: string]: string;
  70286. }): boolean;
  70287. }
  70288. }
  70289. declare module BABYLON {
  70290. /** @hidden */
  70291. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70292. leftOperand: ShaderDefineExpression;
  70293. rightOperand: ShaderDefineExpression;
  70294. isTrue(preprocessors: {
  70295. [key: string]: string;
  70296. }): boolean;
  70297. }
  70298. }
  70299. declare module BABYLON {
  70300. /** @hidden */
  70301. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70302. leftOperand: ShaderDefineExpression;
  70303. rightOperand: ShaderDefineExpression;
  70304. isTrue(preprocessors: {
  70305. [key: string]: string;
  70306. }): boolean;
  70307. }
  70308. }
  70309. declare module BABYLON {
  70310. /** @hidden */
  70311. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70312. define: string;
  70313. operand: string;
  70314. testValue: string;
  70315. constructor(define: string, operand: string, testValue: string);
  70316. isTrue(preprocessors: {
  70317. [key: string]: string;
  70318. }): boolean;
  70319. }
  70320. }
  70321. declare module BABYLON {
  70322. /**
  70323. * @ignore
  70324. * Application error to support additional information when loading a file
  70325. */
  70326. export class LoadFileError extends Error {
  70327. /** defines the optional web request */
  70328. request?: WebRequest | undefined;
  70329. private static _setPrototypeOf;
  70330. /**
  70331. * Creates a new LoadFileError
  70332. * @param message defines the message of the error
  70333. * @param request defines the optional web request
  70334. */
  70335. constructor(message: string,
  70336. /** defines the optional web request */
  70337. request?: WebRequest | undefined);
  70338. }
  70339. }
  70340. declare module BABYLON {
  70341. /**
  70342. * Class used to enable access to offline support
  70343. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70344. */
  70345. export interface IOfflineProvider {
  70346. /**
  70347. * Gets a boolean indicating if scene must be saved in the database
  70348. */
  70349. enableSceneOffline: boolean;
  70350. /**
  70351. * Gets a boolean indicating if textures must be saved in the database
  70352. */
  70353. enableTexturesOffline: boolean;
  70354. /**
  70355. * Open the offline support and make it available
  70356. * @param successCallback defines the callback to call on success
  70357. * @param errorCallback defines the callback to call on error
  70358. */
  70359. open(successCallback: () => void, errorCallback: () => void): void;
  70360. /**
  70361. * Loads an image from the offline support
  70362. * @param url defines the url to load from
  70363. * @param image defines the target DOM image
  70364. */
  70365. loadImage(url: string, image: HTMLImageElement): void;
  70366. /**
  70367. * Loads a file from offline support
  70368. * @param url defines the URL to load from
  70369. * @param sceneLoaded defines a callback to call on success
  70370. * @param progressCallBack defines a callback to call when progress changed
  70371. * @param errorCallback defines a callback to call on error
  70372. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70373. */
  70374. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70375. }
  70376. }
  70377. declare module BABYLON {
  70378. /**
  70379. * Class used to help managing file picking and drag'n'drop
  70380. * File Storage
  70381. */
  70382. export class FilesInputStore {
  70383. /**
  70384. * List of files ready to be loaded
  70385. */
  70386. static FilesToLoad: {
  70387. [key: string]: File;
  70388. };
  70389. }
  70390. }
  70391. declare module BABYLON {
  70392. /**
  70393. * Class used to define a retry strategy when error happens while loading assets
  70394. */
  70395. export class RetryStrategy {
  70396. /**
  70397. * Function used to defines an exponential back off strategy
  70398. * @param maxRetries defines the maximum number of retries (3 by default)
  70399. * @param baseInterval defines the interval between retries
  70400. * @returns the strategy function to use
  70401. */
  70402. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70403. }
  70404. }
  70405. declare module BABYLON {
  70406. /**
  70407. * @hidden
  70408. */
  70409. export class FileTools {
  70410. /**
  70411. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70412. */
  70413. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70414. /**
  70415. * Gets or sets the base URL to use to load assets
  70416. */
  70417. static BaseUrl: string;
  70418. /**
  70419. * Default behaviour for cors in the application.
  70420. * It can be a string if the expected behavior is identical in the entire app.
  70421. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70422. */
  70423. static CorsBehavior: string | ((url: string | string[]) => string);
  70424. /**
  70425. * Gets or sets a function used to pre-process url before using them to load assets
  70426. */
  70427. static PreprocessUrl: (url: string) => string;
  70428. /**
  70429. * Removes unwanted characters from an url
  70430. * @param url defines the url to clean
  70431. * @returns the cleaned url
  70432. */
  70433. private static _CleanUrl;
  70434. /**
  70435. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70436. * @param url define the url we are trying
  70437. * @param element define the dom element where to configure the cors policy
  70438. */
  70439. static SetCorsBehavior(url: string | string[], element: {
  70440. crossOrigin: string | null;
  70441. }): void;
  70442. /**
  70443. * Loads an image as an HTMLImageElement.
  70444. * @param input url string, ArrayBuffer, or Blob to load
  70445. * @param onLoad callback called when the image successfully loads
  70446. * @param onError callback called when the image fails to load
  70447. * @param offlineProvider offline provider for caching
  70448. * @returns the HTMLImageElement of the loaded image
  70449. */
  70450. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70451. /**
  70452. * Loads a file
  70453. * @param fileToLoad defines the file to load
  70454. * @param callback defines the callback to call when data is loaded
  70455. * @param progressCallBack defines the callback to call during loading process
  70456. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70457. * @returns a file request object
  70458. */
  70459. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70460. /**
  70461. * Loads a file
  70462. * @param url url string, ArrayBuffer, or Blob to load
  70463. * @param onSuccess callback called when the file successfully loads
  70464. * @param onProgress callback called while file is loading (if the server supports this mode)
  70465. * @param offlineProvider defines the offline provider for caching
  70466. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70467. * @param onError callback called when the file fails to load
  70468. * @returns a file request object
  70469. */
  70470. 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;
  70471. /**
  70472. * Checks if the loaded document was accessed via `file:`-Protocol.
  70473. * @returns boolean
  70474. */
  70475. static IsFileURL(): boolean;
  70476. }
  70477. }
  70478. declare module BABYLON {
  70479. /** @hidden */
  70480. export class ShaderProcessor {
  70481. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70482. private static _ProcessPrecision;
  70483. private static _ExtractOperation;
  70484. private static _BuildSubExpression;
  70485. private static _BuildExpression;
  70486. private static _MoveCursorWithinIf;
  70487. private static _MoveCursor;
  70488. private static _EvaluatePreProcessors;
  70489. private static _PreparePreProcessors;
  70490. private static _ProcessShaderConversion;
  70491. private static _ProcessIncludes;
  70492. }
  70493. }
  70494. declare module BABYLON {
  70495. /**
  70496. * Class used to hold a RBG color
  70497. */
  70498. export class Color3 {
  70499. /**
  70500. * Defines the red component (between 0 and 1, default is 0)
  70501. */
  70502. r: number;
  70503. /**
  70504. * Defines the green component (between 0 and 1, default is 0)
  70505. */
  70506. g: number;
  70507. /**
  70508. * Defines the blue component (between 0 and 1, default is 0)
  70509. */
  70510. b: number;
  70511. /**
  70512. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70513. * @param r defines the red component (between 0 and 1, default is 0)
  70514. * @param g defines the green component (between 0 and 1, default is 0)
  70515. * @param b defines the blue component (between 0 and 1, default is 0)
  70516. */
  70517. constructor(
  70518. /**
  70519. * Defines the red component (between 0 and 1, default is 0)
  70520. */
  70521. r?: number,
  70522. /**
  70523. * Defines the green component (between 0 and 1, default is 0)
  70524. */
  70525. g?: number,
  70526. /**
  70527. * Defines the blue component (between 0 and 1, default is 0)
  70528. */
  70529. b?: number);
  70530. /**
  70531. * Creates a string with the Color3 current values
  70532. * @returns the string representation of the Color3 object
  70533. */
  70534. toString(): string;
  70535. /**
  70536. * Returns the string "Color3"
  70537. * @returns "Color3"
  70538. */
  70539. getClassName(): string;
  70540. /**
  70541. * Compute the Color3 hash code
  70542. * @returns an unique number that can be used to hash Color3 objects
  70543. */
  70544. getHashCode(): number;
  70545. /**
  70546. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70547. * @param array defines the array where to store the r,g,b components
  70548. * @param index defines an optional index in the target array to define where to start storing values
  70549. * @returns the current Color3 object
  70550. */
  70551. toArray(array: FloatArray, index?: number): Color3;
  70552. /**
  70553. * Returns a new Color4 object from the current Color3 and the given alpha
  70554. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70555. * @returns a new Color4 object
  70556. */
  70557. toColor4(alpha?: number): Color4;
  70558. /**
  70559. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70560. * @returns the new array
  70561. */
  70562. asArray(): number[];
  70563. /**
  70564. * Returns the luminance value
  70565. * @returns a float value
  70566. */
  70567. toLuminance(): number;
  70568. /**
  70569. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70570. * @param otherColor defines the second operand
  70571. * @returns the new Color3 object
  70572. */
  70573. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70574. /**
  70575. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70576. * @param otherColor defines the second operand
  70577. * @param result defines the Color3 object where to store the result
  70578. * @returns the current Color3
  70579. */
  70580. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70581. /**
  70582. * Determines equality between Color3 objects
  70583. * @param otherColor defines the second operand
  70584. * @returns true if the rgb values are equal to the given ones
  70585. */
  70586. equals(otherColor: DeepImmutable<Color3>): boolean;
  70587. /**
  70588. * Determines equality between the current Color3 object and a set of r,b,g values
  70589. * @param r defines the red component to check
  70590. * @param g defines the green component to check
  70591. * @param b defines the blue component to check
  70592. * @returns true if the rgb values are equal to the given ones
  70593. */
  70594. equalsFloats(r: number, g: number, b: number): boolean;
  70595. /**
  70596. * Multiplies in place each rgb value by scale
  70597. * @param scale defines the scaling factor
  70598. * @returns the updated Color3
  70599. */
  70600. scale(scale: number): Color3;
  70601. /**
  70602. * Multiplies the rgb values by scale and stores the result into "result"
  70603. * @param scale defines the scaling factor
  70604. * @param result defines the Color3 object where to store the result
  70605. * @returns the unmodified current Color3
  70606. */
  70607. scaleToRef(scale: number, result: Color3): Color3;
  70608. /**
  70609. * Scale the current Color3 values by a factor and add the result to a given Color3
  70610. * @param scale defines the scale factor
  70611. * @param result defines color to store the result into
  70612. * @returns the unmodified current Color3
  70613. */
  70614. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70615. /**
  70616. * Clamps the rgb values by the min and max values and stores the result into "result"
  70617. * @param min defines minimum clamping value (default is 0)
  70618. * @param max defines maximum clamping value (default is 1)
  70619. * @param result defines color to store the result into
  70620. * @returns the original Color3
  70621. */
  70622. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70623. /**
  70624. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70625. * @param otherColor defines the second operand
  70626. * @returns the new Color3
  70627. */
  70628. add(otherColor: DeepImmutable<Color3>): Color3;
  70629. /**
  70630. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70631. * @param otherColor defines the second operand
  70632. * @param result defines Color3 object to store the result into
  70633. * @returns the unmodified current Color3
  70634. */
  70635. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70636. /**
  70637. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70638. * @param otherColor defines the second operand
  70639. * @returns the new Color3
  70640. */
  70641. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70642. /**
  70643. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70644. * @param otherColor defines the second operand
  70645. * @param result defines Color3 object to store the result into
  70646. * @returns the unmodified current Color3
  70647. */
  70648. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70649. /**
  70650. * Copy the current object
  70651. * @returns a new Color3 copied the current one
  70652. */
  70653. clone(): Color3;
  70654. /**
  70655. * Copies the rgb values from the source in the current Color3
  70656. * @param source defines the source Color3 object
  70657. * @returns the updated Color3 object
  70658. */
  70659. copyFrom(source: DeepImmutable<Color3>): Color3;
  70660. /**
  70661. * Updates the Color3 rgb values from the given floats
  70662. * @param r defines the red component to read from
  70663. * @param g defines the green component to read from
  70664. * @param b defines the blue component to read from
  70665. * @returns the current Color3 object
  70666. */
  70667. copyFromFloats(r: number, g: number, b: number): Color3;
  70668. /**
  70669. * Updates the Color3 rgb values from the given floats
  70670. * @param r defines the red component to read from
  70671. * @param g defines the green component to read from
  70672. * @param b defines the blue component to read from
  70673. * @returns the current Color3 object
  70674. */
  70675. set(r: number, g: number, b: number): Color3;
  70676. /**
  70677. * Compute the Color3 hexadecimal code as a string
  70678. * @returns a string containing the hexadecimal representation of the Color3 object
  70679. */
  70680. toHexString(): string;
  70681. /**
  70682. * Computes a new Color3 converted from the current one to linear space
  70683. * @returns a new Color3 object
  70684. */
  70685. toLinearSpace(): Color3;
  70686. /**
  70687. * Converts current color in rgb space to HSV values
  70688. * @returns a new color3 representing the HSV values
  70689. */
  70690. toHSV(): Color3;
  70691. /**
  70692. * Converts current color in rgb space to HSV values
  70693. * @param result defines the Color3 where to store the HSV values
  70694. */
  70695. toHSVToRef(result: Color3): void;
  70696. /**
  70697. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70698. * @param convertedColor defines the Color3 object where to store the linear space version
  70699. * @returns the unmodified Color3
  70700. */
  70701. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70702. /**
  70703. * Computes a new Color3 converted from the current one to gamma space
  70704. * @returns a new Color3 object
  70705. */
  70706. toGammaSpace(): Color3;
  70707. /**
  70708. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70709. * @param convertedColor defines the Color3 object where to store the gamma space version
  70710. * @returns the unmodified Color3
  70711. */
  70712. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70713. private static _BlackReadOnly;
  70714. /**
  70715. * Convert Hue, saturation and value to a Color3 (RGB)
  70716. * @param hue defines the hue
  70717. * @param saturation defines the saturation
  70718. * @param value defines the value
  70719. * @param result defines the Color3 where to store the RGB values
  70720. */
  70721. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70722. /**
  70723. * Creates a new Color3 from the string containing valid hexadecimal values
  70724. * @param hex defines a string containing valid hexadecimal values
  70725. * @returns a new Color3 object
  70726. */
  70727. static FromHexString(hex: string): Color3;
  70728. /**
  70729. * Creates a new Color3 from the starting index of the given array
  70730. * @param array defines the source array
  70731. * @param offset defines an offset in the source array
  70732. * @returns a new Color3 object
  70733. */
  70734. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70735. /**
  70736. * Creates a new Color3 from integer values (< 256)
  70737. * @param r defines the red component to read from (value between 0 and 255)
  70738. * @param g defines the green component to read from (value between 0 and 255)
  70739. * @param b defines the blue component to read from (value between 0 and 255)
  70740. * @returns a new Color3 object
  70741. */
  70742. static FromInts(r: number, g: number, b: number): Color3;
  70743. /**
  70744. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70745. * @param start defines the start Color3 value
  70746. * @param end defines the end Color3 value
  70747. * @param amount defines the gradient value between start and end
  70748. * @returns a new Color3 object
  70749. */
  70750. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70751. /**
  70752. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70753. * @param left defines the start value
  70754. * @param right defines the end value
  70755. * @param amount defines the gradient factor
  70756. * @param result defines the Color3 object where to store the result
  70757. */
  70758. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70759. /**
  70760. * Returns a Color3 value containing a red color
  70761. * @returns a new Color3 object
  70762. */
  70763. static Red(): Color3;
  70764. /**
  70765. * Returns a Color3 value containing a green color
  70766. * @returns a new Color3 object
  70767. */
  70768. static Green(): Color3;
  70769. /**
  70770. * Returns a Color3 value containing a blue color
  70771. * @returns a new Color3 object
  70772. */
  70773. static Blue(): Color3;
  70774. /**
  70775. * Returns a Color3 value containing a black color
  70776. * @returns a new Color3 object
  70777. */
  70778. static Black(): Color3;
  70779. /**
  70780. * Gets a Color3 value containing a black color that must not be updated
  70781. */
  70782. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70783. /**
  70784. * Returns a Color3 value containing a white color
  70785. * @returns a new Color3 object
  70786. */
  70787. static White(): Color3;
  70788. /**
  70789. * Returns a Color3 value containing a purple color
  70790. * @returns a new Color3 object
  70791. */
  70792. static Purple(): Color3;
  70793. /**
  70794. * Returns a Color3 value containing a magenta color
  70795. * @returns a new Color3 object
  70796. */
  70797. static Magenta(): Color3;
  70798. /**
  70799. * Returns a Color3 value containing a yellow color
  70800. * @returns a new Color3 object
  70801. */
  70802. static Yellow(): Color3;
  70803. /**
  70804. * Returns a Color3 value containing a gray color
  70805. * @returns a new Color3 object
  70806. */
  70807. static Gray(): Color3;
  70808. /**
  70809. * Returns a Color3 value containing a teal color
  70810. * @returns a new Color3 object
  70811. */
  70812. static Teal(): Color3;
  70813. /**
  70814. * Returns a Color3 value containing a random color
  70815. * @returns a new Color3 object
  70816. */
  70817. static Random(): Color3;
  70818. }
  70819. /**
  70820. * Class used to hold a RBGA color
  70821. */
  70822. export class Color4 {
  70823. /**
  70824. * Defines the red component (between 0 and 1, default is 0)
  70825. */
  70826. r: number;
  70827. /**
  70828. * Defines the green component (between 0 and 1, default is 0)
  70829. */
  70830. g: number;
  70831. /**
  70832. * Defines the blue component (between 0 and 1, default is 0)
  70833. */
  70834. b: number;
  70835. /**
  70836. * Defines the alpha component (between 0 and 1, default is 1)
  70837. */
  70838. a: number;
  70839. /**
  70840. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70841. * @param r defines the red component (between 0 and 1, default is 0)
  70842. * @param g defines the green component (between 0 and 1, default is 0)
  70843. * @param b defines the blue component (between 0 and 1, default is 0)
  70844. * @param a defines the alpha component (between 0 and 1, default is 1)
  70845. */
  70846. constructor(
  70847. /**
  70848. * Defines the red component (between 0 and 1, default is 0)
  70849. */
  70850. r?: number,
  70851. /**
  70852. * Defines the green component (between 0 and 1, default is 0)
  70853. */
  70854. g?: number,
  70855. /**
  70856. * Defines the blue component (between 0 and 1, default is 0)
  70857. */
  70858. b?: number,
  70859. /**
  70860. * Defines the alpha component (between 0 and 1, default is 1)
  70861. */
  70862. a?: number);
  70863. /**
  70864. * Adds in place the given Color4 values to the current Color4 object
  70865. * @param right defines the second operand
  70866. * @returns the current updated Color4 object
  70867. */
  70868. addInPlace(right: DeepImmutable<Color4>): Color4;
  70869. /**
  70870. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70871. * @returns the new array
  70872. */
  70873. asArray(): number[];
  70874. /**
  70875. * Stores from the starting index in the given array the Color4 successive values
  70876. * @param array defines the array where to store the r,g,b components
  70877. * @param index defines an optional index in the target array to define where to start storing values
  70878. * @returns the current Color4 object
  70879. */
  70880. toArray(array: number[], index?: number): Color4;
  70881. /**
  70882. * Determines equality between Color4 objects
  70883. * @param otherColor defines the second operand
  70884. * @returns true if the rgba values are equal to the given ones
  70885. */
  70886. equals(otherColor: DeepImmutable<Color4>): boolean;
  70887. /**
  70888. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70889. * @param right defines the second operand
  70890. * @returns a new Color4 object
  70891. */
  70892. add(right: DeepImmutable<Color4>): Color4;
  70893. /**
  70894. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70895. * @param right defines the second operand
  70896. * @returns a new Color4 object
  70897. */
  70898. subtract(right: DeepImmutable<Color4>): Color4;
  70899. /**
  70900. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70901. * @param right defines the second operand
  70902. * @param result defines the Color4 object where to store the result
  70903. * @returns the current Color4 object
  70904. */
  70905. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70906. /**
  70907. * Creates a new Color4 with the current Color4 values multiplied by scale
  70908. * @param scale defines the scaling factor to apply
  70909. * @returns a new Color4 object
  70910. */
  70911. scale(scale: number): Color4;
  70912. /**
  70913. * Multiplies the current Color4 values by scale and stores the result in "result"
  70914. * @param scale defines the scaling factor to apply
  70915. * @param result defines the Color4 object where to store the result
  70916. * @returns the current unmodified Color4
  70917. */
  70918. scaleToRef(scale: number, result: Color4): Color4;
  70919. /**
  70920. * Scale the current Color4 values by a factor and add the result to a given Color4
  70921. * @param scale defines the scale factor
  70922. * @param result defines the Color4 object where to store the result
  70923. * @returns the unmodified current Color4
  70924. */
  70925. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70926. /**
  70927. * Clamps the rgb values by the min and max values and stores the result into "result"
  70928. * @param min defines minimum clamping value (default is 0)
  70929. * @param max defines maximum clamping value (default is 1)
  70930. * @param result defines color to store the result into.
  70931. * @returns the cuurent Color4
  70932. */
  70933. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70934. /**
  70935. * Multipy an Color4 value by another and return a new Color4 object
  70936. * @param color defines the Color4 value to multiply by
  70937. * @returns a new Color4 object
  70938. */
  70939. multiply(color: Color4): Color4;
  70940. /**
  70941. * Multipy a Color4 value by another and push the result in a reference value
  70942. * @param color defines the Color4 value to multiply by
  70943. * @param result defines the Color4 to fill the result in
  70944. * @returns the result Color4
  70945. */
  70946. multiplyToRef(color: Color4, result: Color4): Color4;
  70947. /**
  70948. * Creates a string with the Color4 current values
  70949. * @returns the string representation of the Color4 object
  70950. */
  70951. toString(): string;
  70952. /**
  70953. * Returns the string "Color4"
  70954. * @returns "Color4"
  70955. */
  70956. getClassName(): string;
  70957. /**
  70958. * Compute the Color4 hash code
  70959. * @returns an unique number that can be used to hash Color4 objects
  70960. */
  70961. getHashCode(): number;
  70962. /**
  70963. * Creates a new Color4 copied from the current one
  70964. * @returns a new Color4 object
  70965. */
  70966. clone(): Color4;
  70967. /**
  70968. * Copies the given Color4 values into the current one
  70969. * @param source defines the source Color4 object
  70970. * @returns the current updated Color4 object
  70971. */
  70972. copyFrom(source: Color4): Color4;
  70973. /**
  70974. * Copies the given float values into the current one
  70975. * @param r defines the red component to read from
  70976. * @param g defines the green component to read from
  70977. * @param b defines the blue component to read from
  70978. * @param a defines the alpha component to read from
  70979. * @returns the current updated Color4 object
  70980. */
  70981. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70982. /**
  70983. * Copies the given float values into the current one
  70984. * @param r defines the red component to read from
  70985. * @param g defines the green component to read from
  70986. * @param b defines the blue component to read from
  70987. * @param a defines the alpha component to read from
  70988. * @returns the current updated Color4 object
  70989. */
  70990. set(r: number, g: number, b: number, a: number): Color4;
  70991. /**
  70992. * Compute the Color4 hexadecimal code as a string
  70993. * @returns a string containing the hexadecimal representation of the Color4 object
  70994. */
  70995. toHexString(): string;
  70996. /**
  70997. * Computes a new Color4 converted from the current one to linear space
  70998. * @returns a new Color4 object
  70999. */
  71000. toLinearSpace(): Color4;
  71001. /**
  71002. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  71003. * @param convertedColor defines the Color4 object where to store the linear space version
  71004. * @returns the unmodified Color4
  71005. */
  71006. toLinearSpaceToRef(convertedColor: Color4): Color4;
  71007. /**
  71008. * Computes a new Color4 converted from the current one to gamma space
  71009. * @returns a new Color4 object
  71010. */
  71011. toGammaSpace(): Color4;
  71012. /**
  71013. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  71014. * @param convertedColor defines the Color4 object where to store the gamma space version
  71015. * @returns the unmodified Color4
  71016. */
  71017. toGammaSpaceToRef(convertedColor: Color4): Color4;
  71018. /**
  71019. * Creates a new Color4 from the string containing valid hexadecimal values
  71020. * @param hex defines a string containing valid hexadecimal values
  71021. * @returns a new Color4 object
  71022. */
  71023. static FromHexString(hex: string): Color4;
  71024. /**
  71025. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71026. * @param left defines the start value
  71027. * @param right defines the end value
  71028. * @param amount defines the gradient factor
  71029. * @returns a new Color4 object
  71030. */
  71031. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  71032. /**
  71033. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71034. * @param left defines the start value
  71035. * @param right defines the end value
  71036. * @param amount defines the gradient factor
  71037. * @param result defines the Color4 object where to store data
  71038. */
  71039. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  71040. /**
  71041. * Creates a new Color4 from a Color3 and an alpha value
  71042. * @param color3 defines the source Color3 to read from
  71043. * @param alpha defines the alpha component (1.0 by default)
  71044. * @returns a new Color4 object
  71045. */
  71046. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  71047. /**
  71048. * Creates a new Color4 from the starting index element of the given array
  71049. * @param array defines the source array to read from
  71050. * @param offset defines the offset in the source array
  71051. * @returns a new Color4 object
  71052. */
  71053. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  71054. /**
  71055. * Creates a new Color3 from integer values (< 256)
  71056. * @param r defines the red component to read from (value between 0 and 255)
  71057. * @param g defines the green component to read from (value between 0 and 255)
  71058. * @param b defines the blue component to read from (value between 0 and 255)
  71059. * @param a defines the alpha component to read from (value between 0 and 255)
  71060. * @returns a new Color3 object
  71061. */
  71062. static FromInts(r: number, g: number, b: number, a: number): Color4;
  71063. /**
  71064. * Check the content of a given array and convert it to an array containing RGBA data
  71065. * If the original array was already containing count * 4 values then it is returned directly
  71066. * @param colors defines the array to check
  71067. * @param count defines the number of RGBA data to expect
  71068. * @returns an array containing count * 4 values (RGBA)
  71069. */
  71070. static CheckColors4(colors: number[], count: number): number[];
  71071. }
  71072. /**
  71073. * @hidden
  71074. */
  71075. export class TmpColors {
  71076. static Color3: Color3[];
  71077. static Color4: Color4[];
  71078. }
  71079. }
  71080. declare module BABYLON {
  71081. /**
  71082. * Class representing spherical harmonics coefficients to the 3rd degree
  71083. */
  71084. export class SphericalHarmonics {
  71085. /**
  71086. * Defines whether or not the harmonics have been prescaled for rendering.
  71087. */
  71088. preScaled: boolean;
  71089. /**
  71090. * The l0,0 coefficients of the spherical harmonics
  71091. */
  71092. l00: Vector3;
  71093. /**
  71094. * The l1,-1 coefficients of the spherical harmonics
  71095. */
  71096. l1_1: Vector3;
  71097. /**
  71098. * The l1,0 coefficients of the spherical harmonics
  71099. */
  71100. l10: Vector3;
  71101. /**
  71102. * The l1,1 coefficients of the spherical harmonics
  71103. */
  71104. l11: Vector3;
  71105. /**
  71106. * The l2,-2 coefficients of the spherical harmonics
  71107. */
  71108. l2_2: Vector3;
  71109. /**
  71110. * The l2,-1 coefficients of the spherical harmonics
  71111. */
  71112. l2_1: Vector3;
  71113. /**
  71114. * The l2,0 coefficients of the spherical harmonics
  71115. */
  71116. l20: Vector3;
  71117. /**
  71118. * The l2,1 coefficients of the spherical harmonics
  71119. */
  71120. l21: Vector3;
  71121. /**
  71122. * The l2,2 coefficients of the spherical harmonics
  71123. */
  71124. l22: Vector3;
  71125. /**
  71126. * Adds a light to the spherical harmonics
  71127. * @param direction the direction of the light
  71128. * @param color the color of the light
  71129. * @param deltaSolidAngle the delta solid angle of the light
  71130. */
  71131. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  71132. /**
  71133. * Scales the spherical harmonics by the given amount
  71134. * @param scale the amount to scale
  71135. */
  71136. scaleInPlace(scale: number): void;
  71137. /**
  71138. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  71139. *
  71140. * ```
  71141. * E_lm = A_l * L_lm
  71142. * ```
  71143. *
  71144. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  71145. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  71146. * the scaling factors are given in equation 9.
  71147. */
  71148. convertIncidentRadianceToIrradiance(): void;
  71149. /**
  71150. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  71151. *
  71152. * ```
  71153. * L = (1/pi) * E * rho
  71154. * ```
  71155. *
  71156. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  71157. */
  71158. convertIrradianceToLambertianRadiance(): void;
  71159. /**
  71160. * Integrates the reconstruction coefficients directly in to the SH preventing further
  71161. * required operations at run time.
  71162. *
  71163. * This is simply done by scaling back the SH with Ylm constants parameter.
  71164. * The trigonometric part being applied by the shader at run time.
  71165. */
  71166. preScaleForRendering(): void;
  71167. /**
  71168. * Constructs a spherical harmonics from an array.
  71169. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  71170. * @returns the spherical harmonics
  71171. */
  71172. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  71173. /**
  71174. * Gets the spherical harmonics from polynomial
  71175. * @param polynomial the spherical polynomial
  71176. * @returns the spherical harmonics
  71177. */
  71178. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71179. }
  71180. /**
  71181. * Class representing spherical polynomial coefficients to the 3rd degree
  71182. */
  71183. export class SphericalPolynomial {
  71184. private _harmonics;
  71185. /**
  71186. * The spherical harmonics used to create the polynomials.
  71187. */
  71188. readonly preScaledHarmonics: SphericalHarmonics;
  71189. /**
  71190. * The x coefficients of the spherical polynomial
  71191. */
  71192. x: Vector3;
  71193. /**
  71194. * The y coefficients of the spherical polynomial
  71195. */
  71196. y: Vector3;
  71197. /**
  71198. * The z coefficients of the spherical polynomial
  71199. */
  71200. z: Vector3;
  71201. /**
  71202. * The xx coefficients of the spherical polynomial
  71203. */
  71204. xx: Vector3;
  71205. /**
  71206. * The yy coefficients of the spherical polynomial
  71207. */
  71208. yy: Vector3;
  71209. /**
  71210. * The zz coefficients of the spherical polynomial
  71211. */
  71212. zz: Vector3;
  71213. /**
  71214. * The xy coefficients of the spherical polynomial
  71215. */
  71216. xy: Vector3;
  71217. /**
  71218. * The yz coefficients of the spherical polynomial
  71219. */
  71220. yz: Vector3;
  71221. /**
  71222. * The zx coefficients of the spherical polynomial
  71223. */
  71224. zx: Vector3;
  71225. /**
  71226. * Adds an ambient color to the spherical polynomial
  71227. * @param color the color to add
  71228. */
  71229. addAmbient(color: Color3): void;
  71230. /**
  71231. * Scales the spherical polynomial by the given amount
  71232. * @param scale the amount to scale
  71233. */
  71234. scaleInPlace(scale: number): void;
  71235. /**
  71236. * Gets the spherical polynomial from harmonics
  71237. * @param harmonics the spherical harmonics
  71238. * @returns the spherical polynomial
  71239. */
  71240. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71241. /**
  71242. * Constructs a spherical polynomial from an array.
  71243. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71244. * @returns the spherical polynomial
  71245. */
  71246. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71247. }
  71248. }
  71249. declare module BABYLON {
  71250. /**
  71251. * Define options used to create a render target texture
  71252. */
  71253. export class RenderTargetCreationOptions {
  71254. /**
  71255. * Specifies is mipmaps must be generated
  71256. */
  71257. generateMipMaps?: boolean;
  71258. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71259. generateDepthBuffer?: boolean;
  71260. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71261. generateStencilBuffer?: boolean;
  71262. /** Defines texture type (int by default) */
  71263. type?: number;
  71264. /** Defines sampling mode (trilinear by default) */
  71265. samplingMode?: number;
  71266. /** Defines format (RGBA by default) */
  71267. format?: number;
  71268. }
  71269. }
  71270. declare module BABYLON {
  71271. /**
  71272. * @hidden
  71273. **/
  71274. export class _AlphaState {
  71275. private _isAlphaBlendDirty;
  71276. private _isBlendFunctionParametersDirty;
  71277. private _isBlendEquationParametersDirty;
  71278. private _isBlendConstantsDirty;
  71279. private _alphaBlend;
  71280. private _blendFunctionParameters;
  71281. private _blendEquationParameters;
  71282. private _blendConstants;
  71283. /**
  71284. * Initializes the state.
  71285. */
  71286. constructor();
  71287. readonly isDirty: boolean;
  71288. alphaBlend: boolean;
  71289. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71290. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71291. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71292. reset(): void;
  71293. apply(gl: WebGLRenderingContext): void;
  71294. }
  71295. }
  71296. declare module BABYLON {
  71297. /**
  71298. * @hidden
  71299. **/
  71300. export class _DepthCullingState {
  71301. private _isDepthTestDirty;
  71302. private _isDepthMaskDirty;
  71303. private _isDepthFuncDirty;
  71304. private _isCullFaceDirty;
  71305. private _isCullDirty;
  71306. private _isZOffsetDirty;
  71307. private _isFrontFaceDirty;
  71308. private _depthTest;
  71309. private _depthMask;
  71310. private _depthFunc;
  71311. private _cull;
  71312. private _cullFace;
  71313. private _zOffset;
  71314. private _frontFace;
  71315. /**
  71316. * Initializes the state.
  71317. */
  71318. constructor();
  71319. readonly isDirty: boolean;
  71320. zOffset: number;
  71321. cullFace: Nullable<number>;
  71322. cull: Nullable<boolean>;
  71323. depthFunc: Nullable<number>;
  71324. depthMask: boolean;
  71325. depthTest: boolean;
  71326. frontFace: Nullable<number>;
  71327. reset(): void;
  71328. apply(gl: WebGLRenderingContext): void;
  71329. }
  71330. }
  71331. declare module BABYLON {
  71332. /**
  71333. * @hidden
  71334. **/
  71335. export class _StencilState {
  71336. /** 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 */
  71337. static readonly ALWAYS: number;
  71338. /** Passed to stencilOperation to specify that stencil value must be kept */
  71339. static readonly KEEP: number;
  71340. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71341. static readonly REPLACE: number;
  71342. private _isStencilTestDirty;
  71343. private _isStencilMaskDirty;
  71344. private _isStencilFuncDirty;
  71345. private _isStencilOpDirty;
  71346. private _stencilTest;
  71347. private _stencilMask;
  71348. private _stencilFunc;
  71349. private _stencilFuncRef;
  71350. private _stencilFuncMask;
  71351. private _stencilOpStencilFail;
  71352. private _stencilOpDepthFail;
  71353. private _stencilOpStencilDepthPass;
  71354. readonly isDirty: boolean;
  71355. stencilFunc: number;
  71356. stencilFuncRef: number;
  71357. stencilFuncMask: number;
  71358. stencilOpStencilFail: number;
  71359. stencilOpDepthFail: number;
  71360. stencilOpStencilDepthPass: number;
  71361. stencilMask: number;
  71362. stencilTest: boolean;
  71363. constructor();
  71364. reset(): void;
  71365. apply(gl: WebGLRenderingContext): void;
  71366. }
  71367. }
  71368. declare module BABYLON {
  71369. /**
  71370. * @hidden
  71371. **/
  71372. export class _TimeToken {
  71373. _startTimeQuery: Nullable<WebGLQuery>;
  71374. _endTimeQuery: Nullable<WebGLQuery>;
  71375. _timeElapsedQuery: Nullable<WebGLQuery>;
  71376. _timeElapsedQueryEnded: boolean;
  71377. }
  71378. }
  71379. declare module BABYLON {
  71380. /**
  71381. * Class used to evalaute queries containing `and` and `or` operators
  71382. */
  71383. export class AndOrNotEvaluator {
  71384. /**
  71385. * Evaluate a query
  71386. * @param query defines the query to evaluate
  71387. * @param evaluateCallback defines the callback used to filter result
  71388. * @returns true if the query matches
  71389. */
  71390. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71391. private static _HandleParenthesisContent;
  71392. private static _SimplifyNegation;
  71393. }
  71394. }
  71395. declare module BABYLON {
  71396. /**
  71397. * Class used to store custom tags
  71398. */
  71399. export class Tags {
  71400. /**
  71401. * Adds support for tags on the given object
  71402. * @param obj defines the object to use
  71403. */
  71404. static EnableFor(obj: any): void;
  71405. /**
  71406. * Removes tags support
  71407. * @param obj defines the object to use
  71408. */
  71409. static DisableFor(obj: any): void;
  71410. /**
  71411. * Gets a boolean indicating if the given object has tags
  71412. * @param obj defines the object to use
  71413. * @returns a boolean
  71414. */
  71415. static HasTags(obj: any): boolean;
  71416. /**
  71417. * Gets the tags available on a given object
  71418. * @param obj defines the object to use
  71419. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71420. * @returns the tags
  71421. */
  71422. static GetTags(obj: any, asString?: boolean): any;
  71423. /**
  71424. * Adds tags to an object
  71425. * @param obj defines the object to use
  71426. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71427. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71428. */
  71429. static AddTagsTo(obj: any, tagsString: string): void;
  71430. /**
  71431. * @hidden
  71432. */
  71433. static _AddTagTo(obj: any, tag: string): void;
  71434. /**
  71435. * Removes specific tags from a specific object
  71436. * @param obj defines the object to use
  71437. * @param tagsString defines the tags to remove
  71438. */
  71439. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71440. /**
  71441. * @hidden
  71442. */
  71443. static _RemoveTagFrom(obj: any, tag: string): void;
  71444. /**
  71445. * Defines if tags hosted on an object match a given query
  71446. * @param obj defines the object to use
  71447. * @param tagsQuery defines the tag query
  71448. * @returns a boolean
  71449. */
  71450. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71451. }
  71452. }
  71453. declare module BABYLON {
  71454. /**
  71455. * Defines potential orientation for back face culling
  71456. */
  71457. export enum Orientation {
  71458. /**
  71459. * Clockwise
  71460. */
  71461. CW = 0,
  71462. /** Counter clockwise */
  71463. CCW = 1
  71464. }
  71465. /** Class used to represent a Bezier curve */
  71466. export class BezierCurve {
  71467. /**
  71468. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71469. * @param t defines the time
  71470. * @param x1 defines the left coordinate on X axis
  71471. * @param y1 defines the left coordinate on Y axis
  71472. * @param x2 defines the right coordinate on X axis
  71473. * @param y2 defines the right coordinate on Y axis
  71474. * @returns the interpolated value
  71475. */
  71476. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71477. }
  71478. /**
  71479. * Defines angle representation
  71480. */
  71481. export class Angle {
  71482. private _radians;
  71483. /**
  71484. * Creates an Angle object of "radians" radians (float).
  71485. * @param radians the angle in radians
  71486. */
  71487. constructor(radians: number);
  71488. /**
  71489. * Get value in degrees
  71490. * @returns the Angle value in degrees (float)
  71491. */
  71492. degrees(): number;
  71493. /**
  71494. * Get value in radians
  71495. * @returns the Angle value in radians (float)
  71496. */
  71497. radians(): number;
  71498. /**
  71499. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71500. * @param a defines first vector
  71501. * @param b defines second vector
  71502. * @returns a new Angle
  71503. */
  71504. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71505. /**
  71506. * Gets a new Angle object from the given float in radians
  71507. * @param radians defines the angle value in radians
  71508. * @returns a new Angle
  71509. */
  71510. static FromRadians(radians: number): Angle;
  71511. /**
  71512. * Gets a new Angle object from the given float in degrees
  71513. * @param degrees defines the angle value in degrees
  71514. * @returns a new Angle
  71515. */
  71516. static FromDegrees(degrees: number): Angle;
  71517. }
  71518. /**
  71519. * This represents an arc in a 2d space.
  71520. */
  71521. export class Arc2 {
  71522. /** Defines the start point of the arc */
  71523. startPoint: Vector2;
  71524. /** Defines the mid point of the arc */
  71525. midPoint: Vector2;
  71526. /** Defines the end point of the arc */
  71527. endPoint: Vector2;
  71528. /**
  71529. * Defines the center point of the arc.
  71530. */
  71531. centerPoint: Vector2;
  71532. /**
  71533. * Defines the radius of the arc.
  71534. */
  71535. radius: number;
  71536. /**
  71537. * Defines the angle of the arc (from mid point to end point).
  71538. */
  71539. angle: Angle;
  71540. /**
  71541. * Defines the start angle of the arc (from start point to middle point).
  71542. */
  71543. startAngle: Angle;
  71544. /**
  71545. * Defines the orientation of the arc (clock wise/counter clock wise).
  71546. */
  71547. orientation: Orientation;
  71548. /**
  71549. * Creates an Arc object from the three given points : start, middle and end.
  71550. * @param startPoint Defines the start point of the arc
  71551. * @param midPoint Defines the midlle point of the arc
  71552. * @param endPoint Defines the end point of the arc
  71553. */
  71554. constructor(
  71555. /** Defines the start point of the arc */
  71556. startPoint: Vector2,
  71557. /** Defines the mid point of the arc */
  71558. midPoint: Vector2,
  71559. /** Defines the end point of the arc */
  71560. endPoint: Vector2);
  71561. }
  71562. /**
  71563. * Represents a 2D path made up of multiple 2D points
  71564. */
  71565. export class Path2 {
  71566. private _points;
  71567. private _length;
  71568. /**
  71569. * If the path start and end point are the same
  71570. */
  71571. closed: boolean;
  71572. /**
  71573. * Creates a Path2 object from the starting 2D coordinates x and y.
  71574. * @param x the starting points x value
  71575. * @param y the starting points y value
  71576. */
  71577. constructor(x: number, y: number);
  71578. /**
  71579. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71580. * @param x the added points x value
  71581. * @param y the added points y value
  71582. * @returns the updated Path2.
  71583. */
  71584. addLineTo(x: number, y: number): Path2;
  71585. /**
  71586. * 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.
  71587. * @param midX middle point x value
  71588. * @param midY middle point y value
  71589. * @param endX end point x value
  71590. * @param endY end point y value
  71591. * @param numberOfSegments (default: 36)
  71592. * @returns the updated Path2.
  71593. */
  71594. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71595. /**
  71596. * Closes the Path2.
  71597. * @returns the Path2.
  71598. */
  71599. close(): Path2;
  71600. /**
  71601. * Gets the sum of the distance between each sequential point in the path
  71602. * @returns the Path2 total length (float).
  71603. */
  71604. length(): number;
  71605. /**
  71606. * Gets the points which construct the path
  71607. * @returns the Path2 internal array of points.
  71608. */
  71609. getPoints(): Vector2[];
  71610. /**
  71611. * Retreives the point at the distance aways from the starting point
  71612. * @param normalizedLengthPosition the length along the path to retreive the point from
  71613. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71614. */
  71615. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71616. /**
  71617. * Creates a new path starting from an x and y position
  71618. * @param x starting x value
  71619. * @param y starting y value
  71620. * @returns a new Path2 starting at the coordinates (x, y).
  71621. */
  71622. static StartingAt(x: number, y: number): Path2;
  71623. }
  71624. /**
  71625. * Represents a 3D path made up of multiple 3D points
  71626. */
  71627. export class Path3D {
  71628. /**
  71629. * an array of Vector3, the curve axis of the Path3D
  71630. */
  71631. path: Vector3[];
  71632. private _curve;
  71633. private _distances;
  71634. private _tangents;
  71635. private _normals;
  71636. private _binormals;
  71637. private _raw;
  71638. /**
  71639. * new Path3D(path, normal, raw)
  71640. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71641. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71642. * @param path an array of Vector3, the curve axis of the Path3D
  71643. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71644. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71645. */
  71646. constructor(
  71647. /**
  71648. * an array of Vector3, the curve axis of the Path3D
  71649. */
  71650. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71651. /**
  71652. * Returns the Path3D array of successive Vector3 designing its curve.
  71653. * @returns the Path3D array of successive Vector3 designing its curve.
  71654. */
  71655. getCurve(): Vector3[];
  71656. /**
  71657. * Returns an array populated with tangent vectors on each Path3D curve point.
  71658. * @returns an array populated with tangent vectors on each Path3D curve point.
  71659. */
  71660. getTangents(): Vector3[];
  71661. /**
  71662. * Returns an array populated with normal vectors on each Path3D curve point.
  71663. * @returns an array populated with normal vectors on each Path3D curve point.
  71664. */
  71665. getNormals(): Vector3[];
  71666. /**
  71667. * Returns an array populated with binormal vectors on each Path3D curve point.
  71668. * @returns an array populated with binormal vectors on each Path3D curve point.
  71669. */
  71670. getBinormals(): Vector3[];
  71671. /**
  71672. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71673. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71674. */
  71675. getDistances(): number[];
  71676. /**
  71677. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71678. * @param path path which all values are copied into the curves points
  71679. * @param firstNormal which should be projected onto the curve
  71680. * @returns the same object updated.
  71681. */
  71682. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71683. private _compute;
  71684. private _getFirstNonNullVector;
  71685. private _getLastNonNullVector;
  71686. private _normalVector;
  71687. }
  71688. /**
  71689. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71690. * A Curve3 is designed from a series of successive Vector3.
  71691. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71692. */
  71693. export class Curve3 {
  71694. private _points;
  71695. private _length;
  71696. /**
  71697. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71698. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71699. * @param v1 (Vector3) the control point
  71700. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71701. * @param nbPoints (integer) the wanted number of points in the curve
  71702. * @returns the created Curve3
  71703. */
  71704. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71705. /**
  71706. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71707. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71708. * @param v1 (Vector3) the first control point
  71709. * @param v2 (Vector3) the second control point
  71710. * @param v3 (Vector3) the end point of the Cubic Bezier
  71711. * @param nbPoints (integer) the wanted number of points in the curve
  71712. * @returns the created Curve3
  71713. */
  71714. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71715. /**
  71716. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71717. * @param p1 (Vector3) the origin point of the Hermite Spline
  71718. * @param t1 (Vector3) the tangent vector at the origin point
  71719. * @param p2 (Vector3) the end point of the Hermite Spline
  71720. * @param t2 (Vector3) the tangent vector at the end point
  71721. * @param nbPoints (integer) the wanted number of points in the curve
  71722. * @returns the created Curve3
  71723. */
  71724. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71725. /**
  71726. * Returns a Curve3 object along a CatmullRom Spline curve :
  71727. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71728. * @param nbPoints (integer) the wanted number of points between each curve control points
  71729. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71730. * @returns the created Curve3
  71731. */
  71732. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71733. /**
  71734. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71735. * A Curve3 is designed from a series of successive Vector3.
  71736. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71737. * @param points points which make up the curve
  71738. */
  71739. constructor(points: Vector3[]);
  71740. /**
  71741. * @returns the Curve3 stored array of successive Vector3
  71742. */
  71743. getPoints(): Vector3[];
  71744. /**
  71745. * @returns the computed length (float) of the curve.
  71746. */
  71747. length(): number;
  71748. /**
  71749. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71750. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71751. * curveA and curveB keep unchanged.
  71752. * @param curve the curve to continue from this curve
  71753. * @returns the newly constructed curve
  71754. */
  71755. continue(curve: DeepImmutable<Curve3>): Curve3;
  71756. private _computeLength;
  71757. }
  71758. }
  71759. declare module BABYLON {
  71760. /**
  71761. * This represents the main contract an easing function should follow.
  71762. * Easing functions are used throughout the animation system.
  71763. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71764. */
  71765. export interface IEasingFunction {
  71766. /**
  71767. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71768. * of the easing function.
  71769. * The link below provides some of the most common examples of easing functions.
  71770. * @see https://easings.net/
  71771. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71772. * @returns the corresponding value on the curve defined by the easing function
  71773. */
  71774. ease(gradient: number): number;
  71775. }
  71776. /**
  71777. * Base class used for every default easing function.
  71778. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71779. */
  71780. export class EasingFunction implements IEasingFunction {
  71781. /**
  71782. * Interpolation follows the mathematical formula associated with the easing function.
  71783. */
  71784. static readonly EASINGMODE_EASEIN: number;
  71785. /**
  71786. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71787. */
  71788. static readonly EASINGMODE_EASEOUT: number;
  71789. /**
  71790. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71791. */
  71792. static readonly EASINGMODE_EASEINOUT: number;
  71793. private _easingMode;
  71794. /**
  71795. * Sets the easing mode of the current function.
  71796. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71797. */
  71798. setEasingMode(easingMode: number): void;
  71799. /**
  71800. * Gets the current easing mode.
  71801. * @returns the easing mode
  71802. */
  71803. getEasingMode(): number;
  71804. /**
  71805. * @hidden
  71806. */
  71807. easeInCore(gradient: number): number;
  71808. /**
  71809. * Given an input gradient between 0 and 1, this returns the corresponding value
  71810. * of the easing function.
  71811. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71812. * @returns the corresponding value on the curve defined by the easing function
  71813. */
  71814. ease(gradient: number): number;
  71815. }
  71816. /**
  71817. * Easing function with a circle shape (see link below).
  71818. * @see https://easings.net/#easeInCirc
  71819. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71820. */
  71821. export class CircleEase extends EasingFunction implements IEasingFunction {
  71822. /** @hidden */
  71823. easeInCore(gradient: number): number;
  71824. }
  71825. /**
  71826. * Easing function with a ease back shape (see link below).
  71827. * @see https://easings.net/#easeInBack
  71828. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71829. */
  71830. export class BackEase extends EasingFunction implements IEasingFunction {
  71831. /** Defines the amplitude of the function */
  71832. amplitude: number;
  71833. /**
  71834. * Instantiates a back ease easing
  71835. * @see https://easings.net/#easeInBack
  71836. * @param amplitude Defines the amplitude of the function
  71837. */
  71838. constructor(
  71839. /** Defines the amplitude of the function */
  71840. amplitude?: number);
  71841. /** @hidden */
  71842. easeInCore(gradient: number): number;
  71843. }
  71844. /**
  71845. * Easing function with a bouncing shape (see link below).
  71846. * @see https://easings.net/#easeInBounce
  71847. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71848. */
  71849. export class BounceEase extends EasingFunction implements IEasingFunction {
  71850. /** Defines the number of bounces */
  71851. bounces: number;
  71852. /** Defines the amplitude of the bounce */
  71853. bounciness: number;
  71854. /**
  71855. * Instantiates a bounce easing
  71856. * @see https://easings.net/#easeInBounce
  71857. * @param bounces Defines the number of bounces
  71858. * @param bounciness Defines the amplitude of the bounce
  71859. */
  71860. constructor(
  71861. /** Defines the number of bounces */
  71862. bounces?: number,
  71863. /** Defines the amplitude of the bounce */
  71864. bounciness?: number);
  71865. /** @hidden */
  71866. easeInCore(gradient: number): number;
  71867. }
  71868. /**
  71869. * Easing function with a power of 3 shape (see link below).
  71870. * @see https://easings.net/#easeInCubic
  71871. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71872. */
  71873. export class CubicEase extends EasingFunction implements IEasingFunction {
  71874. /** @hidden */
  71875. easeInCore(gradient: number): number;
  71876. }
  71877. /**
  71878. * Easing function with an elastic shape (see link below).
  71879. * @see https://easings.net/#easeInElastic
  71880. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71881. */
  71882. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71883. /** Defines the number of oscillations*/
  71884. oscillations: number;
  71885. /** Defines the amplitude of the oscillations*/
  71886. springiness: number;
  71887. /**
  71888. * Instantiates an elastic easing function
  71889. * @see https://easings.net/#easeInElastic
  71890. * @param oscillations Defines the number of oscillations
  71891. * @param springiness Defines the amplitude of the oscillations
  71892. */
  71893. constructor(
  71894. /** Defines the number of oscillations*/
  71895. oscillations?: number,
  71896. /** Defines the amplitude of the oscillations*/
  71897. springiness?: number);
  71898. /** @hidden */
  71899. easeInCore(gradient: number): number;
  71900. }
  71901. /**
  71902. * Easing function with an exponential shape (see link below).
  71903. * @see https://easings.net/#easeInExpo
  71904. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71905. */
  71906. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71907. /** Defines the exponent of the function */
  71908. exponent: number;
  71909. /**
  71910. * Instantiates an exponential easing function
  71911. * @see https://easings.net/#easeInExpo
  71912. * @param exponent Defines the exponent of the function
  71913. */
  71914. constructor(
  71915. /** Defines the exponent of the function */
  71916. exponent?: number);
  71917. /** @hidden */
  71918. easeInCore(gradient: number): number;
  71919. }
  71920. /**
  71921. * Easing function with a power shape (see link below).
  71922. * @see https://easings.net/#easeInQuad
  71923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71924. */
  71925. export class PowerEase extends EasingFunction implements IEasingFunction {
  71926. /** Defines the power of the function */
  71927. power: number;
  71928. /**
  71929. * Instantiates an power base easing function
  71930. * @see https://easings.net/#easeInQuad
  71931. * @param power Defines the power of the function
  71932. */
  71933. constructor(
  71934. /** Defines the power of the function */
  71935. power?: number);
  71936. /** @hidden */
  71937. easeInCore(gradient: number): number;
  71938. }
  71939. /**
  71940. * Easing function with a power of 2 shape (see link below).
  71941. * @see https://easings.net/#easeInQuad
  71942. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71943. */
  71944. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71945. /** @hidden */
  71946. easeInCore(gradient: number): number;
  71947. }
  71948. /**
  71949. * Easing function with a power of 4 shape (see link below).
  71950. * @see https://easings.net/#easeInQuart
  71951. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71952. */
  71953. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71954. /** @hidden */
  71955. easeInCore(gradient: number): number;
  71956. }
  71957. /**
  71958. * Easing function with a power of 5 shape (see link below).
  71959. * @see https://easings.net/#easeInQuint
  71960. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71961. */
  71962. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71963. /** @hidden */
  71964. easeInCore(gradient: number): number;
  71965. }
  71966. /**
  71967. * Easing function with a sin shape (see link below).
  71968. * @see https://easings.net/#easeInSine
  71969. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71970. */
  71971. export class SineEase extends EasingFunction implements IEasingFunction {
  71972. /** @hidden */
  71973. easeInCore(gradient: number): number;
  71974. }
  71975. /**
  71976. * Easing function with a bezier shape (see link below).
  71977. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71978. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71979. */
  71980. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71981. /** Defines the x component of the start tangent in the bezier curve */
  71982. x1: number;
  71983. /** Defines the y component of the start tangent in the bezier curve */
  71984. y1: number;
  71985. /** Defines the x component of the end tangent in the bezier curve */
  71986. x2: number;
  71987. /** Defines the y component of the end tangent in the bezier curve */
  71988. y2: number;
  71989. /**
  71990. * Instantiates a bezier function
  71991. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71992. * @param x1 Defines the x component of the start tangent in the bezier curve
  71993. * @param y1 Defines the y component of the start tangent in the bezier curve
  71994. * @param x2 Defines the x component of the end tangent in the bezier curve
  71995. * @param y2 Defines the y component of the end tangent in the bezier curve
  71996. */
  71997. constructor(
  71998. /** Defines the x component of the start tangent in the bezier curve */
  71999. x1?: number,
  72000. /** Defines the y component of the start tangent in the bezier curve */
  72001. y1?: number,
  72002. /** Defines the x component of the end tangent in the bezier curve */
  72003. x2?: number,
  72004. /** Defines the y component of the end tangent in the bezier curve */
  72005. y2?: number);
  72006. /** @hidden */
  72007. easeInCore(gradient: number): number;
  72008. }
  72009. }
  72010. declare module BABYLON {
  72011. /**
  72012. * Defines an interface which represents an animation key frame
  72013. */
  72014. export interface IAnimationKey {
  72015. /**
  72016. * Frame of the key frame
  72017. */
  72018. frame: number;
  72019. /**
  72020. * Value at the specifies key frame
  72021. */
  72022. value: any;
  72023. /**
  72024. * The input tangent for the cubic hermite spline
  72025. */
  72026. inTangent?: any;
  72027. /**
  72028. * The output tangent for the cubic hermite spline
  72029. */
  72030. outTangent?: any;
  72031. /**
  72032. * The animation interpolation type
  72033. */
  72034. interpolation?: AnimationKeyInterpolation;
  72035. }
  72036. /**
  72037. * Enum for the animation key frame interpolation type
  72038. */
  72039. export enum AnimationKeyInterpolation {
  72040. /**
  72041. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  72042. */
  72043. STEP = 1
  72044. }
  72045. }
  72046. declare module BABYLON {
  72047. /**
  72048. * Represents the range of an animation
  72049. */
  72050. export class AnimationRange {
  72051. /**The name of the animation range**/
  72052. name: string;
  72053. /**The starting frame of the animation */
  72054. from: number;
  72055. /**The ending frame of the animation*/
  72056. to: number;
  72057. /**
  72058. * Initializes the range of an animation
  72059. * @param name The name of the animation range
  72060. * @param from The starting frame of the animation
  72061. * @param to The ending frame of the animation
  72062. */
  72063. constructor(
  72064. /**The name of the animation range**/
  72065. name: string,
  72066. /**The starting frame of the animation */
  72067. from: number,
  72068. /**The ending frame of the animation*/
  72069. to: number);
  72070. /**
  72071. * Makes a copy of the animation range
  72072. * @returns A copy of the animation range
  72073. */
  72074. clone(): AnimationRange;
  72075. }
  72076. }
  72077. declare module BABYLON {
  72078. /**
  72079. * Composed of a frame, and an action function
  72080. */
  72081. export class AnimationEvent {
  72082. /** The frame for which the event is triggered **/
  72083. frame: number;
  72084. /** The event to perform when triggered **/
  72085. action: (currentFrame: number) => void;
  72086. /** Specifies if the event should be triggered only once**/
  72087. onlyOnce?: boolean | undefined;
  72088. /**
  72089. * Specifies if the animation event is done
  72090. */
  72091. isDone: boolean;
  72092. /**
  72093. * Initializes the animation event
  72094. * @param frame The frame for which the event is triggered
  72095. * @param action The event to perform when triggered
  72096. * @param onlyOnce Specifies if the event should be triggered only once
  72097. */
  72098. constructor(
  72099. /** The frame for which the event is triggered **/
  72100. frame: number,
  72101. /** The event to perform when triggered **/
  72102. action: (currentFrame: number) => void,
  72103. /** Specifies if the event should be triggered only once**/
  72104. onlyOnce?: boolean | undefined);
  72105. /** @hidden */
  72106. _clone(): AnimationEvent;
  72107. }
  72108. }
  72109. declare module BABYLON {
  72110. /**
  72111. * Interface used to define a behavior
  72112. */
  72113. export interface Behavior<T> {
  72114. /** gets or sets behavior's name */
  72115. name: string;
  72116. /**
  72117. * Function called when the behavior needs to be initialized (after attaching it to a target)
  72118. */
  72119. init(): void;
  72120. /**
  72121. * Called when the behavior is attached to a target
  72122. * @param target defines the target where the behavior is attached to
  72123. */
  72124. attach(target: T): void;
  72125. /**
  72126. * Called when the behavior is detached from its target
  72127. */
  72128. detach(): void;
  72129. }
  72130. /**
  72131. * Interface implemented by classes supporting behaviors
  72132. */
  72133. export interface IBehaviorAware<T> {
  72134. /**
  72135. * Attach a behavior
  72136. * @param behavior defines the behavior to attach
  72137. * @returns the current host
  72138. */
  72139. addBehavior(behavior: Behavior<T>): T;
  72140. /**
  72141. * Remove a behavior from the current object
  72142. * @param behavior defines the behavior to detach
  72143. * @returns the current host
  72144. */
  72145. removeBehavior(behavior: Behavior<T>): T;
  72146. /**
  72147. * Gets a behavior using its name to search
  72148. * @param name defines the name to search
  72149. * @returns the behavior or null if not found
  72150. */
  72151. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  72152. }
  72153. }
  72154. declare module BABYLON {
  72155. /**
  72156. * Defines an array and its length.
  72157. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  72158. */
  72159. export interface ISmartArrayLike<T> {
  72160. /**
  72161. * The data of the array.
  72162. */
  72163. data: Array<T>;
  72164. /**
  72165. * The active length of the array.
  72166. */
  72167. length: number;
  72168. }
  72169. /**
  72170. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72171. */
  72172. export class SmartArray<T> implements ISmartArrayLike<T> {
  72173. /**
  72174. * The full set of data from the array.
  72175. */
  72176. data: Array<T>;
  72177. /**
  72178. * The active length of the array.
  72179. */
  72180. length: number;
  72181. protected _id: number;
  72182. /**
  72183. * Instantiates a Smart Array.
  72184. * @param capacity defines the default capacity of the array.
  72185. */
  72186. constructor(capacity: number);
  72187. /**
  72188. * Pushes a value at the end of the active data.
  72189. * @param value defines the object to push in the array.
  72190. */
  72191. push(value: T): void;
  72192. /**
  72193. * Iterates over the active data and apply the lambda to them.
  72194. * @param func defines the action to apply on each value.
  72195. */
  72196. forEach(func: (content: T) => void): void;
  72197. /**
  72198. * Sorts the full sets of data.
  72199. * @param compareFn defines the comparison function to apply.
  72200. */
  72201. sort(compareFn: (a: T, b: T) => number): void;
  72202. /**
  72203. * Resets the active data to an empty array.
  72204. */
  72205. reset(): void;
  72206. /**
  72207. * Releases all the data from the array as well as the array.
  72208. */
  72209. dispose(): void;
  72210. /**
  72211. * Concats the active data with a given array.
  72212. * @param array defines the data to concatenate with.
  72213. */
  72214. concat(array: any): void;
  72215. /**
  72216. * Returns the position of a value in the active data.
  72217. * @param value defines the value to find the index for
  72218. * @returns the index if found in the active data otherwise -1
  72219. */
  72220. indexOf(value: T): number;
  72221. /**
  72222. * Returns whether an element is part of the active data.
  72223. * @param value defines the value to look for
  72224. * @returns true if found in the active data otherwise false
  72225. */
  72226. contains(value: T): boolean;
  72227. private static _GlobalId;
  72228. }
  72229. /**
  72230. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72231. * The data in this array can only be present once
  72232. */
  72233. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72234. private _duplicateId;
  72235. /**
  72236. * Pushes a value at the end of the active data.
  72237. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72238. * @param value defines the object to push in the array.
  72239. */
  72240. push(value: T): void;
  72241. /**
  72242. * Pushes a value at the end of the active data.
  72243. * If the data is already present, it won t be added again
  72244. * @param value defines the object to push in the array.
  72245. * @returns true if added false if it was already present
  72246. */
  72247. pushNoDuplicate(value: T): boolean;
  72248. /**
  72249. * Resets the active data to an empty array.
  72250. */
  72251. reset(): void;
  72252. /**
  72253. * Concats the active data with a given array.
  72254. * This ensures no dupplicate will be present in the result.
  72255. * @param array defines the data to concatenate with.
  72256. */
  72257. concatWithNoDuplicate(array: any): void;
  72258. }
  72259. }
  72260. declare module BABYLON {
  72261. /**
  72262. * @ignore
  72263. * This is a list of all the different input types that are available in the application.
  72264. * Fo instance: ArcRotateCameraGamepadInput...
  72265. */
  72266. export var CameraInputTypes: {};
  72267. /**
  72268. * This is the contract to implement in order to create a new input class.
  72269. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72270. */
  72271. export interface ICameraInput<TCamera extends Camera> {
  72272. /**
  72273. * Defines the camera the input is attached to.
  72274. */
  72275. camera: Nullable<TCamera>;
  72276. /**
  72277. * Gets the class name of the current intput.
  72278. * @returns the class name
  72279. */
  72280. getClassName(): string;
  72281. /**
  72282. * Get the friendly name associated with the input class.
  72283. * @returns the input friendly name
  72284. */
  72285. getSimpleName(): string;
  72286. /**
  72287. * Attach the input controls to a specific dom element to get the input from.
  72288. * @param element Defines the element the controls should be listened from
  72289. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72290. */
  72291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72292. /**
  72293. * Detach the current controls from the specified dom element.
  72294. * @param element Defines the element to stop listening the inputs from
  72295. */
  72296. detachControl(element: Nullable<HTMLElement>): void;
  72297. /**
  72298. * Update the current camera state depending on the inputs that have been used this frame.
  72299. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72300. */
  72301. checkInputs?: () => void;
  72302. }
  72303. /**
  72304. * Represents a map of input types to input instance or input index to input instance.
  72305. */
  72306. export interface CameraInputsMap<TCamera extends Camera> {
  72307. /**
  72308. * Accessor to the input by input type.
  72309. */
  72310. [name: string]: ICameraInput<TCamera>;
  72311. /**
  72312. * Accessor to the input by input index.
  72313. */
  72314. [idx: number]: ICameraInput<TCamera>;
  72315. }
  72316. /**
  72317. * This represents the input manager used within a camera.
  72318. * It helps dealing with all the different kind of input attached to a camera.
  72319. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72320. */
  72321. export class CameraInputsManager<TCamera extends Camera> {
  72322. /**
  72323. * Defines the list of inputs attahed to the camera.
  72324. */
  72325. attached: CameraInputsMap<TCamera>;
  72326. /**
  72327. * Defines the dom element the camera is collecting inputs from.
  72328. * This is null if the controls have not been attached.
  72329. */
  72330. attachedElement: Nullable<HTMLElement>;
  72331. /**
  72332. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72333. */
  72334. noPreventDefault: boolean;
  72335. /**
  72336. * Defined the camera the input manager belongs to.
  72337. */
  72338. camera: TCamera;
  72339. /**
  72340. * Update the current camera state depending on the inputs that have been used this frame.
  72341. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72342. */
  72343. checkInputs: () => void;
  72344. /**
  72345. * Instantiate a new Camera Input Manager.
  72346. * @param camera Defines the camera the input manager blongs to
  72347. */
  72348. constructor(camera: TCamera);
  72349. /**
  72350. * Add an input method to a camera
  72351. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72352. * @param input camera input method
  72353. */
  72354. add(input: ICameraInput<TCamera>): void;
  72355. /**
  72356. * Remove a specific input method from a camera
  72357. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72358. * @param inputToRemove camera input method
  72359. */
  72360. remove(inputToRemove: ICameraInput<TCamera>): void;
  72361. /**
  72362. * Remove a specific input type from a camera
  72363. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72364. * @param inputType the type of the input to remove
  72365. */
  72366. removeByType(inputType: string): void;
  72367. private _addCheckInputs;
  72368. /**
  72369. * Attach the input controls to the currently attached dom element to listen the events from.
  72370. * @param input Defines the input to attach
  72371. */
  72372. attachInput(input: ICameraInput<TCamera>): void;
  72373. /**
  72374. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72375. * @param element Defines the dom element to collect the events from
  72376. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72377. */
  72378. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72379. /**
  72380. * Detach the current manager inputs controls from a specific dom element.
  72381. * @param element Defines the dom element to collect the events from
  72382. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72383. */
  72384. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72385. /**
  72386. * Rebuild the dynamic inputCheck function from the current list of
  72387. * defined inputs in the manager.
  72388. */
  72389. rebuildInputCheck(): void;
  72390. /**
  72391. * Remove all attached input methods from a camera
  72392. */
  72393. clear(): void;
  72394. /**
  72395. * Serialize the current input manager attached to a camera.
  72396. * This ensures than once parsed,
  72397. * the input associated to the camera will be identical to the current ones
  72398. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72399. */
  72400. serialize(serializedCamera: any): void;
  72401. /**
  72402. * Parses an input manager serialized JSON to restore the previous list of inputs
  72403. * and states associated to a camera.
  72404. * @param parsedCamera Defines the JSON to parse
  72405. */
  72406. parse(parsedCamera: any): void;
  72407. }
  72408. }
  72409. declare module BABYLON {
  72410. /**
  72411. * @hidden
  72412. */
  72413. export class IntersectionInfo {
  72414. bu: Nullable<number>;
  72415. bv: Nullable<number>;
  72416. distance: number;
  72417. faceId: number;
  72418. subMeshId: number;
  72419. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72420. }
  72421. }
  72422. declare module BABYLON {
  72423. /**
  72424. * Represens a plane by the equation ax + by + cz + d = 0
  72425. */
  72426. export class Plane {
  72427. private static _TmpMatrix;
  72428. /**
  72429. * Normal of the plane (a,b,c)
  72430. */
  72431. normal: Vector3;
  72432. /**
  72433. * d component of the plane
  72434. */
  72435. d: number;
  72436. /**
  72437. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72438. * @param a a component of the plane
  72439. * @param b b component of the plane
  72440. * @param c c component of the plane
  72441. * @param d d component of the plane
  72442. */
  72443. constructor(a: number, b: number, c: number, d: number);
  72444. /**
  72445. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72446. */
  72447. asArray(): number[];
  72448. /**
  72449. * @returns a new plane copied from the current Plane.
  72450. */
  72451. clone(): Plane;
  72452. /**
  72453. * @returns the string "Plane".
  72454. */
  72455. getClassName(): string;
  72456. /**
  72457. * @returns the Plane hash code.
  72458. */
  72459. getHashCode(): number;
  72460. /**
  72461. * Normalize the current Plane in place.
  72462. * @returns the updated Plane.
  72463. */
  72464. normalize(): Plane;
  72465. /**
  72466. * Applies a transformation the plane and returns the result
  72467. * @param transformation the transformation matrix to be applied to the plane
  72468. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72469. */
  72470. transform(transformation: DeepImmutable<Matrix>): Plane;
  72471. /**
  72472. * Calcualtte the dot product between the point and the plane normal
  72473. * @param point point to calculate the dot product with
  72474. * @returns the dot product (float) of the point coordinates and the plane normal.
  72475. */
  72476. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72477. /**
  72478. * Updates the current Plane from the plane defined by the three given points.
  72479. * @param point1 one of the points used to contruct the plane
  72480. * @param point2 one of the points used to contruct the plane
  72481. * @param point3 one of the points used to contruct the plane
  72482. * @returns the updated Plane.
  72483. */
  72484. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72485. /**
  72486. * Checks if the plane is facing a given direction
  72487. * @param direction the direction to check if the plane is facing
  72488. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72489. * @returns True is the vector "direction" is the same side than the plane normal.
  72490. */
  72491. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72492. /**
  72493. * Calculates the distance to a point
  72494. * @param point point to calculate distance to
  72495. * @returns the signed distance (float) from the given point to the Plane.
  72496. */
  72497. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72498. /**
  72499. * Creates a plane from an array
  72500. * @param array the array to create a plane from
  72501. * @returns a new Plane from the given array.
  72502. */
  72503. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72504. /**
  72505. * Creates a plane from three points
  72506. * @param point1 point used to create the plane
  72507. * @param point2 point used to create the plane
  72508. * @param point3 point used to create the plane
  72509. * @returns a new Plane defined by the three given points.
  72510. */
  72511. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72512. /**
  72513. * Creates a plane from an origin point and a normal
  72514. * @param origin origin of the plane to be constructed
  72515. * @param normal normal of the plane to be constructed
  72516. * @returns a new Plane the normal vector to this plane at the given origin point.
  72517. * Note : the vector "normal" is updated because normalized.
  72518. */
  72519. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72520. /**
  72521. * Calculates the distance from a plane and a point
  72522. * @param origin origin of the plane to be constructed
  72523. * @param normal normal of the plane to be constructed
  72524. * @param point point to calculate distance to
  72525. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72526. */
  72527. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72528. }
  72529. }
  72530. declare module BABYLON {
  72531. /**
  72532. * Class used to store bounding sphere information
  72533. */
  72534. export class BoundingSphere {
  72535. /**
  72536. * Gets the center of the bounding sphere in local space
  72537. */
  72538. readonly center: Vector3;
  72539. /**
  72540. * Radius of the bounding sphere in local space
  72541. */
  72542. radius: number;
  72543. /**
  72544. * Gets the center of the bounding sphere in world space
  72545. */
  72546. readonly centerWorld: Vector3;
  72547. /**
  72548. * Radius of the bounding sphere in world space
  72549. */
  72550. radiusWorld: number;
  72551. /**
  72552. * Gets the minimum vector in local space
  72553. */
  72554. readonly minimum: Vector3;
  72555. /**
  72556. * Gets the maximum vector in local space
  72557. */
  72558. readonly maximum: Vector3;
  72559. private _worldMatrix;
  72560. private static readonly TmpVector3;
  72561. /**
  72562. * Creates a new bounding sphere
  72563. * @param min defines the minimum vector (in local space)
  72564. * @param max defines the maximum vector (in local space)
  72565. * @param worldMatrix defines the new world matrix
  72566. */
  72567. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72568. /**
  72569. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72570. * @param min defines the new minimum vector (in local space)
  72571. * @param max defines the new maximum vector (in local space)
  72572. * @param worldMatrix defines the new world matrix
  72573. */
  72574. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72575. /**
  72576. * Scale the current bounding sphere by applying a scale factor
  72577. * @param factor defines the scale factor to apply
  72578. * @returns the current bounding box
  72579. */
  72580. scale(factor: number): BoundingSphere;
  72581. /**
  72582. * Gets the world matrix of the bounding box
  72583. * @returns a matrix
  72584. */
  72585. getWorldMatrix(): DeepImmutable<Matrix>;
  72586. /** @hidden */
  72587. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72588. /**
  72589. * Tests if the bounding sphere is intersecting the frustum planes
  72590. * @param frustumPlanes defines the frustum planes to test
  72591. * @returns true if there is an intersection
  72592. */
  72593. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72594. /**
  72595. * Tests if the bounding sphere center is in between the frustum planes.
  72596. * Used for optimistic fast inclusion.
  72597. * @param frustumPlanes defines the frustum planes to test
  72598. * @returns true if the sphere center is in between the frustum planes
  72599. */
  72600. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72601. /**
  72602. * Tests if a point is inside the bounding sphere
  72603. * @param point defines the point to test
  72604. * @returns true if the point is inside the bounding sphere
  72605. */
  72606. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72607. /**
  72608. * Checks if two sphere intersct
  72609. * @param sphere0 sphere 0
  72610. * @param sphere1 sphere 1
  72611. * @returns true if the speres intersect
  72612. */
  72613. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72614. }
  72615. }
  72616. declare module BABYLON {
  72617. /**
  72618. * Class used to store bounding box information
  72619. */
  72620. export class BoundingBox implements ICullable {
  72621. /**
  72622. * Gets the 8 vectors representing the bounding box in local space
  72623. */
  72624. readonly vectors: Vector3[];
  72625. /**
  72626. * Gets the center of the bounding box in local space
  72627. */
  72628. readonly center: Vector3;
  72629. /**
  72630. * Gets the center of the bounding box in world space
  72631. */
  72632. readonly centerWorld: Vector3;
  72633. /**
  72634. * Gets the extend size in local space
  72635. */
  72636. readonly extendSize: Vector3;
  72637. /**
  72638. * Gets the extend size in world space
  72639. */
  72640. readonly extendSizeWorld: Vector3;
  72641. /**
  72642. * Gets the OBB (object bounding box) directions
  72643. */
  72644. readonly directions: Vector3[];
  72645. /**
  72646. * Gets the 8 vectors representing the bounding box in world space
  72647. */
  72648. readonly vectorsWorld: Vector3[];
  72649. /**
  72650. * Gets the minimum vector in world space
  72651. */
  72652. readonly minimumWorld: Vector3;
  72653. /**
  72654. * Gets the maximum vector in world space
  72655. */
  72656. readonly maximumWorld: Vector3;
  72657. /**
  72658. * Gets the minimum vector in local space
  72659. */
  72660. readonly minimum: Vector3;
  72661. /**
  72662. * Gets the maximum vector in local space
  72663. */
  72664. readonly maximum: Vector3;
  72665. private _worldMatrix;
  72666. private static readonly TmpVector3;
  72667. /**
  72668. * @hidden
  72669. */
  72670. _tag: number;
  72671. /**
  72672. * Creates a new bounding box
  72673. * @param min defines the minimum vector (in local space)
  72674. * @param max defines the maximum vector (in local space)
  72675. * @param worldMatrix defines the new world matrix
  72676. */
  72677. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72678. /**
  72679. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72680. * @param min defines the new minimum vector (in local space)
  72681. * @param max defines the new maximum vector (in local space)
  72682. * @param worldMatrix defines the new world matrix
  72683. */
  72684. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72685. /**
  72686. * Scale the current bounding box by applying a scale factor
  72687. * @param factor defines the scale factor to apply
  72688. * @returns the current bounding box
  72689. */
  72690. scale(factor: number): BoundingBox;
  72691. /**
  72692. * Gets the world matrix of the bounding box
  72693. * @returns a matrix
  72694. */
  72695. getWorldMatrix(): DeepImmutable<Matrix>;
  72696. /** @hidden */
  72697. _update(world: DeepImmutable<Matrix>): void;
  72698. /**
  72699. * Tests if the bounding box is intersecting the frustum planes
  72700. * @param frustumPlanes defines the frustum planes to test
  72701. * @returns true if there is an intersection
  72702. */
  72703. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72704. /**
  72705. * Tests if the bounding box is entirely inside the frustum planes
  72706. * @param frustumPlanes defines the frustum planes to test
  72707. * @returns true if there is an inclusion
  72708. */
  72709. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72710. /**
  72711. * Tests if a point is inside the bounding box
  72712. * @param point defines the point to test
  72713. * @returns true if the point is inside the bounding box
  72714. */
  72715. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72716. /**
  72717. * Tests if the bounding box intersects with a bounding sphere
  72718. * @param sphere defines the sphere to test
  72719. * @returns true if there is an intersection
  72720. */
  72721. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72722. /**
  72723. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72724. * @param min defines the min vector to use
  72725. * @param max defines the max vector to use
  72726. * @returns true if there is an intersection
  72727. */
  72728. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72729. /**
  72730. * Tests if two bounding boxes are intersections
  72731. * @param box0 defines the first box to test
  72732. * @param box1 defines the second box to test
  72733. * @returns true if there is an intersection
  72734. */
  72735. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72736. /**
  72737. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72738. * @param minPoint defines the minimum vector of the bounding box
  72739. * @param maxPoint defines the maximum vector of the bounding box
  72740. * @param sphereCenter defines the sphere center
  72741. * @param sphereRadius defines the sphere radius
  72742. * @returns true if there is an intersection
  72743. */
  72744. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72745. /**
  72746. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72747. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72748. * @param frustumPlanes defines the frustum planes to test
  72749. * @return true if there is an inclusion
  72750. */
  72751. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72752. /**
  72753. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72754. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72755. * @param frustumPlanes defines the frustum planes to test
  72756. * @return true if there is an intersection
  72757. */
  72758. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72759. }
  72760. }
  72761. declare module BABYLON {
  72762. /** @hidden */
  72763. export class Collider {
  72764. /** Define if a collision was found */
  72765. collisionFound: boolean;
  72766. /**
  72767. * Define last intersection point in local space
  72768. */
  72769. intersectionPoint: Vector3;
  72770. /**
  72771. * Define last collided mesh
  72772. */
  72773. collidedMesh: Nullable<AbstractMesh>;
  72774. private _collisionPoint;
  72775. private _planeIntersectionPoint;
  72776. private _tempVector;
  72777. private _tempVector2;
  72778. private _tempVector3;
  72779. private _tempVector4;
  72780. private _edge;
  72781. private _baseToVertex;
  72782. private _destinationPoint;
  72783. private _slidePlaneNormal;
  72784. private _displacementVector;
  72785. /** @hidden */
  72786. _radius: Vector3;
  72787. /** @hidden */
  72788. _retry: number;
  72789. private _velocity;
  72790. private _basePoint;
  72791. private _epsilon;
  72792. /** @hidden */
  72793. _velocityWorldLength: number;
  72794. /** @hidden */
  72795. _basePointWorld: Vector3;
  72796. private _velocityWorld;
  72797. private _normalizedVelocity;
  72798. /** @hidden */
  72799. _initialVelocity: Vector3;
  72800. /** @hidden */
  72801. _initialPosition: Vector3;
  72802. private _nearestDistance;
  72803. private _collisionMask;
  72804. collisionMask: number;
  72805. /**
  72806. * Gets the plane normal used to compute the sliding response (in local space)
  72807. */
  72808. readonly slidePlaneNormal: Vector3;
  72809. /** @hidden */
  72810. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72811. /** @hidden */
  72812. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72813. /** @hidden */
  72814. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72815. /** @hidden */
  72816. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72817. /** @hidden */
  72818. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72819. /** @hidden */
  72820. _getResponse(pos: Vector3, vel: Vector3): void;
  72821. }
  72822. }
  72823. declare module BABYLON {
  72824. /**
  72825. * Interface for cullable objects
  72826. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72827. */
  72828. export interface ICullable {
  72829. /**
  72830. * Checks if the object or part of the object is in the frustum
  72831. * @param frustumPlanes Camera near/planes
  72832. * @returns true if the object is in frustum otherwise false
  72833. */
  72834. isInFrustum(frustumPlanes: Plane[]): boolean;
  72835. /**
  72836. * Checks if a cullable object (mesh...) is in the camera frustum
  72837. * Unlike isInFrustum this cheks the full bounding box
  72838. * @param frustumPlanes Camera near/planes
  72839. * @returns true if the object is in frustum otherwise false
  72840. */
  72841. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72842. }
  72843. /**
  72844. * Info for a bounding data of a mesh
  72845. */
  72846. export class BoundingInfo implements ICullable {
  72847. /**
  72848. * Bounding box for the mesh
  72849. */
  72850. readonly boundingBox: BoundingBox;
  72851. /**
  72852. * Bounding sphere for the mesh
  72853. */
  72854. readonly boundingSphere: BoundingSphere;
  72855. private _isLocked;
  72856. private static readonly TmpVector3;
  72857. /**
  72858. * Constructs bounding info
  72859. * @param minimum min vector of the bounding box/sphere
  72860. * @param maximum max vector of the bounding box/sphere
  72861. * @param worldMatrix defines the new world matrix
  72862. */
  72863. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72864. /**
  72865. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72866. * @param min defines the new minimum vector (in local space)
  72867. * @param max defines the new maximum vector (in local space)
  72868. * @param worldMatrix defines the new world matrix
  72869. */
  72870. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72871. /**
  72872. * min vector of the bounding box/sphere
  72873. */
  72874. readonly minimum: Vector3;
  72875. /**
  72876. * max vector of the bounding box/sphere
  72877. */
  72878. readonly maximum: Vector3;
  72879. /**
  72880. * If the info is locked and won't be updated to avoid perf overhead
  72881. */
  72882. isLocked: boolean;
  72883. /**
  72884. * Updates the bounding sphere and box
  72885. * @param world world matrix to be used to update
  72886. */
  72887. update(world: DeepImmutable<Matrix>): void;
  72888. /**
  72889. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72890. * @param center New center of the bounding info
  72891. * @param extend New extend of the bounding info
  72892. * @returns the current bounding info
  72893. */
  72894. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72895. /**
  72896. * Scale the current bounding info by applying a scale factor
  72897. * @param factor defines the scale factor to apply
  72898. * @returns the current bounding info
  72899. */
  72900. scale(factor: number): BoundingInfo;
  72901. /**
  72902. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72903. * @param frustumPlanes defines the frustum to test
  72904. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72905. * @returns true if the bounding info is in the frustum planes
  72906. */
  72907. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72908. /**
  72909. * Gets the world distance between the min and max points of the bounding box
  72910. */
  72911. readonly diagonalLength: number;
  72912. /**
  72913. * Checks if a cullable object (mesh...) is in the camera frustum
  72914. * Unlike isInFrustum this cheks the full bounding box
  72915. * @param frustumPlanes Camera near/planes
  72916. * @returns true if the object is in frustum otherwise false
  72917. */
  72918. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72919. /** @hidden */
  72920. _checkCollision(collider: Collider): boolean;
  72921. /**
  72922. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72923. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72924. * @param point the point to check intersection with
  72925. * @returns if the point intersects
  72926. */
  72927. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72928. /**
  72929. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72930. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72931. * @param boundingInfo the bounding info to check intersection with
  72932. * @param precise if the intersection should be done using OBB
  72933. * @returns if the bounding info intersects
  72934. */
  72935. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72936. }
  72937. }
  72938. declare module BABYLON {
  72939. /**
  72940. * Extracts minimum and maximum values from a list of indexed positions
  72941. * @param positions defines the positions to use
  72942. * @param indices defines the indices to the positions
  72943. * @param indexStart defines the start index
  72944. * @param indexCount defines the end index
  72945. * @param bias defines bias value to add to the result
  72946. * @return minimum and maximum values
  72947. */
  72948. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72949. minimum: Vector3;
  72950. maximum: Vector3;
  72951. };
  72952. /**
  72953. * Extracts minimum and maximum values from a list of positions
  72954. * @param positions defines the positions to use
  72955. * @param start defines the start index in the positions array
  72956. * @param count defines the number of positions to handle
  72957. * @param bias defines bias value to add to the result
  72958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72959. * @return minimum and maximum values
  72960. */
  72961. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72962. minimum: Vector3;
  72963. maximum: Vector3;
  72964. };
  72965. }
  72966. declare module BABYLON {
  72967. /**
  72968. * Enum that determines the text-wrapping mode to use.
  72969. */
  72970. export enum InspectableType {
  72971. /**
  72972. * Checkbox for booleans
  72973. */
  72974. Checkbox = 0,
  72975. /**
  72976. * Sliders for numbers
  72977. */
  72978. Slider = 1,
  72979. /**
  72980. * Vector3
  72981. */
  72982. Vector3 = 2,
  72983. /**
  72984. * Quaternions
  72985. */
  72986. Quaternion = 3,
  72987. /**
  72988. * Color3
  72989. */
  72990. Color3 = 4,
  72991. /**
  72992. * String
  72993. */
  72994. String = 5
  72995. }
  72996. /**
  72997. * Interface used to define custom inspectable properties.
  72998. * This interface is used by the inspector to display custom property grids
  72999. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  73000. */
  73001. export interface IInspectable {
  73002. /**
  73003. * Gets the label to display
  73004. */
  73005. label: string;
  73006. /**
  73007. * Gets the name of the property to edit
  73008. */
  73009. propertyName: string;
  73010. /**
  73011. * Gets the type of the editor to use
  73012. */
  73013. type: InspectableType;
  73014. /**
  73015. * Gets the minimum value of the property when using in "slider" mode
  73016. */
  73017. min?: number;
  73018. /**
  73019. * Gets the maximum value of the property when using in "slider" mode
  73020. */
  73021. max?: number;
  73022. /**
  73023. * Gets the setp to use when using in "slider" mode
  73024. */
  73025. step?: number;
  73026. }
  73027. }
  73028. declare module BABYLON {
  73029. /**
  73030. * Class used to provide helper for timing
  73031. */
  73032. export class TimingTools {
  73033. /**
  73034. * Polyfill for setImmediate
  73035. * @param action defines the action to execute after the current execution block
  73036. */
  73037. static SetImmediate(action: () => void): void;
  73038. }
  73039. }
  73040. declare module BABYLON {
  73041. /**
  73042. * Class used to enable instatition of objects by class name
  73043. */
  73044. export class InstantiationTools {
  73045. /**
  73046. * Use this object to register external classes like custom textures or material
  73047. * to allow the laoders to instantiate them
  73048. */
  73049. static RegisteredExternalClasses: {
  73050. [key: string]: Object;
  73051. };
  73052. /**
  73053. * Tries to instantiate a new object from a given class name
  73054. * @param className defines the class name to instantiate
  73055. * @returns the new object or null if the system was not able to do the instantiation
  73056. */
  73057. static Instantiate(className: string): any;
  73058. }
  73059. }
  73060. declare module BABYLON {
  73061. /**
  73062. * This represents the required contract to create a new type of texture loader.
  73063. */
  73064. export interface IInternalTextureLoader {
  73065. /**
  73066. * Defines wether the loader supports cascade loading the different faces.
  73067. */
  73068. supportCascades: boolean;
  73069. /**
  73070. * This returns if the loader support the current file information.
  73071. * @param extension defines the file extension of the file being loaded
  73072. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73073. * @param fallback defines the fallback internal texture if any
  73074. * @param isBase64 defines whether the texture is encoded as a base64
  73075. * @param isBuffer defines whether the texture data are stored as a buffer
  73076. * @returns true if the loader can load the specified file
  73077. */
  73078. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  73079. /**
  73080. * Transform the url before loading if required.
  73081. * @param rootUrl the url of the texture
  73082. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73083. * @returns the transformed texture
  73084. */
  73085. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  73086. /**
  73087. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  73088. * @param rootUrl the url of the texture
  73089. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73090. * @returns the fallback texture
  73091. */
  73092. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  73093. /**
  73094. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  73095. * @param data contains the texture data
  73096. * @param texture defines the BabylonJS internal texture
  73097. * @param createPolynomials will be true if polynomials have been requested
  73098. * @param onLoad defines the callback to trigger once the texture is ready
  73099. * @param onError defines the callback to trigger in case of error
  73100. */
  73101. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  73102. /**
  73103. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  73104. * @param data contains the texture data
  73105. * @param texture defines the BabylonJS internal texture
  73106. * @param callback defines the method to call once ready to upload
  73107. */
  73108. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  73109. }
  73110. }
  73111. declare module BABYLON {
  73112. interface Engine {
  73113. /**
  73114. * Creates a depth stencil cube texture.
  73115. * This is only available in WebGL 2.
  73116. * @param size The size of face edge in the cube texture.
  73117. * @param options The options defining the cube texture.
  73118. * @returns The cube texture
  73119. */
  73120. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  73121. /**
  73122. * Creates a cube texture
  73123. * @param rootUrl defines the url where the files to load is located
  73124. * @param scene defines the current scene
  73125. * @param files defines the list of files to load (1 per face)
  73126. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73127. * @param onLoad defines an optional callback raised when the texture is loaded
  73128. * @param onError defines an optional callback raised if there is an issue to load the texture
  73129. * @param format defines the format of the data
  73130. * @param forcedExtension defines the extension to use to pick the right loader
  73131. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73132. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73133. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73134. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  73135. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  73136. * @returns the cube texture as an InternalTexture
  73137. */
  73138. 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;
  73139. /**
  73140. * Creates a cube texture
  73141. * @param rootUrl defines the url where the files to load is located
  73142. * @param scene defines the current scene
  73143. * @param files defines the list of files to load (1 per face)
  73144. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73145. * @param onLoad defines an optional callback raised when the texture is loaded
  73146. * @param onError defines an optional callback raised if there is an issue to load the texture
  73147. * @param format defines the format of the data
  73148. * @param forcedExtension defines the extension to use to pick the right loader
  73149. * @returns the cube texture as an InternalTexture
  73150. */
  73151. 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;
  73152. /**
  73153. * Creates a cube texture
  73154. * @param rootUrl defines the url where the files to load is located
  73155. * @param scene defines the current scene
  73156. * @param files defines the list of files to load (1 per face)
  73157. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73158. * @param onLoad defines an optional callback raised when the texture is loaded
  73159. * @param onError defines an optional callback raised if there is an issue to load the texture
  73160. * @param format defines the format of the data
  73161. * @param forcedExtension defines the extension to use to pick the right loader
  73162. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73163. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73164. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73165. * @returns the cube texture as an InternalTexture
  73166. */
  73167. 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;
  73168. /** @hidden */
  73169. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73170. /** @hidden */
  73171. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73172. /** @hidden */
  73173. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73174. /** @hidden */
  73175. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73176. }
  73177. }
  73178. declare module BABYLON {
  73179. /**
  73180. * Class for creating a cube texture
  73181. */
  73182. export class CubeTexture extends BaseTexture {
  73183. private _delayedOnLoad;
  73184. /**
  73185. * The url of the texture
  73186. */
  73187. url: string;
  73188. /**
  73189. * Gets or sets the center of the bounding box associated with the cube texture.
  73190. * It must define where the camera used to render the texture was set
  73191. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73192. */
  73193. boundingBoxPosition: Vector3;
  73194. private _boundingBoxSize;
  73195. /**
  73196. * Gets or sets the size of the bounding box associated with the cube texture
  73197. * When defined, the cubemap will switch to local mode
  73198. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73199. * @example https://www.babylonjs-playground.com/#RNASML
  73200. */
  73201. /**
  73202. * Returns the bounding box size
  73203. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73204. */
  73205. boundingBoxSize: Vector3;
  73206. protected _rotationY: number;
  73207. /**
  73208. * Sets texture matrix rotation angle around Y axis in radians.
  73209. */
  73210. /**
  73211. * Gets texture matrix rotation angle around Y axis radians.
  73212. */
  73213. rotationY: number;
  73214. /**
  73215. * Are mip maps generated for this texture or not.
  73216. */
  73217. readonly noMipmap: boolean;
  73218. private _noMipmap;
  73219. private _files;
  73220. private _extensions;
  73221. private _textureMatrix;
  73222. private _format;
  73223. private _createPolynomials;
  73224. /** @hidden */
  73225. _prefiltered: boolean;
  73226. /**
  73227. * Creates a cube texture from an array of image urls
  73228. * @param files defines an array of image urls
  73229. * @param scene defines the hosting scene
  73230. * @param noMipmap specifies if mip maps are not used
  73231. * @returns a cube texture
  73232. */
  73233. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73234. /**
  73235. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73236. * @param url defines the url of the prefiltered texture
  73237. * @param scene defines the scene the texture is attached to
  73238. * @param forcedExtension defines the extension of the file if different from the url
  73239. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73240. * @return the prefiltered texture
  73241. */
  73242. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73243. /**
  73244. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73245. * as prefiltered data.
  73246. * @param rootUrl defines the url of the texture or the root name of the six images
  73247. * @param scene defines the scene the texture is attached to
  73248. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73249. * @param noMipmap defines if mipmaps should be created or not
  73250. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73251. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73252. * @param onError defines a callback triggered in case of error during load
  73253. * @param format defines the internal format to use for the texture once loaded
  73254. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73255. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73256. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73257. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73258. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73259. * @return the cube texture
  73260. */
  73261. 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);
  73262. /**
  73263. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73264. */
  73265. readonly isPrefiltered: boolean;
  73266. /**
  73267. * Get the current class name of the texture useful for serialization or dynamic coding.
  73268. * @returns "CubeTexture"
  73269. */
  73270. getClassName(): string;
  73271. /**
  73272. * Update the url (and optional buffer) of this texture if url was null during construction.
  73273. * @param url the url of the texture
  73274. * @param forcedExtension defines the extension to use
  73275. * @param onLoad callback called when the texture is loaded (defaults to null)
  73276. */
  73277. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73278. /**
  73279. * Delays loading of the cube texture
  73280. * @param forcedExtension defines the extension to use
  73281. */
  73282. delayLoad(forcedExtension?: string): void;
  73283. /**
  73284. * Returns the reflection texture matrix
  73285. * @returns the reflection texture matrix
  73286. */
  73287. getReflectionTextureMatrix(): Matrix;
  73288. /**
  73289. * Sets the reflection texture matrix
  73290. * @param value Reflection texture matrix
  73291. */
  73292. setReflectionTextureMatrix(value: Matrix): void;
  73293. /**
  73294. * Parses text to create a cube texture
  73295. * @param parsedTexture define the serialized text to read from
  73296. * @param scene defines the hosting scene
  73297. * @param rootUrl defines the root url of the cube texture
  73298. * @returns a cube texture
  73299. */
  73300. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73301. /**
  73302. * Makes a clone, or deep copy, of the cube texture
  73303. * @returns a new cube texture
  73304. */
  73305. clone(): CubeTexture;
  73306. }
  73307. }
  73308. declare module BABYLON {
  73309. /**
  73310. * Manages the defines for the Material
  73311. */
  73312. export class MaterialDefines {
  73313. /** @hidden */
  73314. protected _keys: string[];
  73315. private _isDirty;
  73316. /** @hidden */
  73317. _renderId: number;
  73318. /** @hidden */
  73319. _areLightsDirty: boolean;
  73320. /** @hidden */
  73321. _areLightsDisposed: boolean;
  73322. /** @hidden */
  73323. _areAttributesDirty: boolean;
  73324. /** @hidden */
  73325. _areTexturesDirty: boolean;
  73326. /** @hidden */
  73327. _areFresnelDirty: boolean;
  73328. /** @hidden */
  73329. _areMiscDirty: boolean;
  73330. /** @hidden */
  73331. _areImageProcessingDirty: boolean;
  73332. /** @hidden */
  73333. _normals: boolean;
  73334. /** @hidden */
  73335. _uvs: boolean;
  73336. /** @hidden */
  73337. _needNormals: boolean;
  73338. /** @hidden */
  73339. _needUVs: boolean;
  73340. [id: string]: any;
  73341. /**
  73342. * Specifies if the material needs to be re-calculated
  73343. */
  73344. readonly isDirty: boolean;
  73345. /**
  73346. * Marks the material to indicate that it has been re-calculated
  73347. */
  73348. markAsProcessed(): void;
  73349. /**
  73350. * Marks the material to indicate that it needs to be re-calculated
  73351. */
  73352. markAsUnprocessed(): void;
  73353. /**
  73354. * Marks the material to indicate all of its defines need to be re-calculated
  73355. */
  73356. markAllAsDirty(): void;
  73357. /**
  73358. * Marks the material to indicate that image processing needs to be re-calculated
  73359. */
  73360. markAsImageProcessingDirty(): void;
  73361. /**
  73362. * Marks the material to indicate the lights need to be re-calculated
  73363. * @param disposed Defines whether the light is dirty due to dispose or not
  73364. */
  73365. markAsLightDirty(disposed?: boolean): void;
  73366. /**
  73367. * Marks the attribute state as changed
  73368. */
  73369. markAsAttributesDirty(): void;
  73370. /**
  73371. * Marks the texture state as changed
  73372. */
  73373. markAsTexturesDirty(): void;
  73374. /**
  73375. * Marks the fresnel state as changed
  73376. */
  73377. markAsFresnelDirty(): void;
  73378. /**
  73379. * Marks the misc state as changed
  73380. */
  73381. markAsMiscDirty(): void;
  73382. /**
  73383. * Rebuilds the material defines
  73384. */
  73385. rebuild(): void;
  73386. /**
  73387. * Specifies if two material defines are equal
  73388. * @param other - A material define instance to compare to
  73389. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73390. */
  73391. isEqual(other: MaterialDefines): boolean;
  73392. /**
  73393. * Clones this instance's defines to another instance
  73394. * @param other - material defines to clone values to
  73395. */
  73396. cloneTo(other: MaterialDefines): void;
  73397. /**
  73398. * Resets the material define values
  73399. */
  73400. reset(): void;
  73401. /**
  73402. * Converts the material define values to a string
  73403. * @returns - String of material define information
  73404. */
  73405. toString(): string;
  73406. }
  73407. }
  73408. declare module BABYLON {
  73409. /**
  73410. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73411. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73412. * 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;
  73413. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73414. */
  73415. export class ColorCurves {
  73416. private _dirty;
  73417. private _tempColor;
  73418. private _globalCurve;
  73419. private _highlightsCurve;
  73420. private _midtonesCurve;
  73421. private _shadowsCurve;
  73422. private _positiveCurve;
  73423. private _negativeCurve;
  73424. private _globalHue;
  73425. private _globalDensity;
  73426. private _globalSaturation;
  73427. private _globalExposure;
  73428. /**
  73429. * Gets the global Hue value.
  73430. * 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).
  73431. */
  73432. /**
  73433. * Sets the global Hue value.
  73434. * 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).
  73435. */
  73436. globalHue: number;
  73437. /**
  73438. * Gets the global Density value.
  73439. * 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.
  73440. * Values less than zero provide a filter of opposite hue.
  73441. */
  73442. /**
  73443. * Sets the global Density value.
  73444. * 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.
  73445. * Values less than zero provide a filter of opposite hue.
  73446. */
  73447. globalDensity: number;
  73448. /**
  73449. * Gets the global Saturation value.
  73450. * 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.
  73451. */
  73452. /**
  73453. * Sets the global Saturation value.
  73454. * 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.
  73455. */
  73456. globalSaturation: number;
  73457. /**
  73458. * Gets the global Exposure value.
  73459. * 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.
  73460. */
  73461. /**
  73462. * Sets the global Exposure value.
  73463. * 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.
  73464. */
  73465. globalExposure: number;
  73466. private _highlightsHue;
  73467. private _highlightsDensity;
  73468. private _highlightsSaturation;
  73469. private _highlightsExposure;
  73470. /**
  73471. * Gets the highlights Hue value.
  73472. * 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).
  73473. */
  73474. /**
  73475. * Sets the highlights Hue value.
  73476. * 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).
  73477. */
  73478. highlightsHue: number;
  73479. /**
  73480. * Gets the highlights Density value.
  73481. * 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.
  73482. * Values less than zero provide a filter of opposite hue.
  73483. */
  73484. /**
  73485. * Sets the highlights Density value.
  73486. * 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.
  73487. * Values less than zero provide a filter of opposite hue.
  73488. */
  73489. highlightsDensity: number;
  73490. /**
  73491. * Gets the highlights Saturation value.
  73492. * 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.
  73493. */
  73494. /**
  73495. * Sets the highlights Saturation value.
  73496. * 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.
  73497. */
  73498. highlightsSaturation: number;
  73499. /**
  73500. * Gets the highlights Exposure value.
  73501. * 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.
  73502. */
  73503. /**
  73504. * Sets the highlights Exposure value.
  73505. * 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.
  73506. */
  73507. highlightsExposure: number;
  73508. private _midtonesHue;
  73509. private _midtonesDensity;
  73510. private _midtonesSaturation;
  73511. private _midtonesExposure;
  73512. /**
  73513. * Gets the midtones Hue value.
  73514. * 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).
  73515. */
  73516. /**
  73517. * Sets the midtones Hue value.
  73518. * 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).
  73519. */
  73520. midtonesHue: number;
  73521. /**
  73522. * Gets the midtones Density value.
  73523. * 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.
  73524. * Values less than zero provide a filter of opposite hue.
  73525. */
  73526. /**
  73527. * Sets the midtones Density value.
  73528. * 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.
  73529. * Values less than zero provide a filter of opposite hue.
  73530. */
  73531. midtonesDensity: number;
  73532. /**
  73533. * Gets the midtones Saturation value.
  73534. * 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.
  73535. */
  73536. /**
  73537. * Sets the midtones Saturation value.
  73538. * 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.
  73539. */
  73540. midtonesSaturation: number;
  73541. /**
  73542. * Gets the midtones Exposure value.
  73543. * 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.
  73544. */
  73545. /**
  73546. * Sets the midtones Exposure value.
  73547. * 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.
  73548. */
  73549. midtonesExposure: number;
  73550. private _shadowsHue;
  73551. private _shadowsDensity;
  73552. private _shadowsSaturation;
  73553. private _shadowsExposure;
  73554. /**
  73555. * Gets the shadows Hue value.
  73556. * 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).
  73557. */
  73558. /**
  73559. * Sets the shadows Hue value.
  73560. * 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).
  73561. */
  73562. shadowsHue: number;
  73563. /**
  73564. * Gets the shadows Density value.
  73565. * 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.
  73566. * Values less than zero provide a filter of opposite hue.
  73567. */
  73568. /**
  73569. * Sets the shadows Density value.
  73570. * 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.
  73571. * Values less than zero provide a filter of opposite hue.
  73572. */
  73573. shadowsDensity: number;
  73574. /**
  73575. * Gets the shadows Saturation value.
  73576. * 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.
  73577. */
  73578. /**
  73579. * Sets the shadows Saturation value.
  73580. * 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.
  73581. */
  73582. shadowsSaturation: number;
  73583. /**
  73584. * Gets the shadows Exposure value.
  73585. * 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.
  73586. */
  73587. /**
  73588. * Sets the shadows Exposure value.
  73589. * 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.
  73590. */
  73591. shadowsExposure: number;
  73592. /**
  73593. * Returns the class name
  73594. * @returns The class name
  73595. */
  73596. getClassName(): string;
  73597. /**
  73598. * Binds the color curves to the shader.
  73599. * @param colorCurves The color curve to bind
  73600. * @param effect The effect to bind to
  73601. * @param positiveUniform The positive uniform shader parameter
  73602. * @param neutralUniform The neutral uniform shader parameter
  73603. * @param negativeUniform The negative uniform shader parameter
  73604. */
  73605. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73606. /**
  73607. * Prepare the list of uniforms associated with the ColorCurves effects.
  73608. * @param uniformsList The list of uniforms used in the effect
  73609. */
  73610. static PrepareUniforms(uniformsList: string[]): void;
  73611. /**
  73612. * Returns color grading data based on a hue, density, saturation and exposure value.
  73613. * @param filterHue The hue of the color filter.
  73614. * @param filterDensity The density of the color filter.
  73615. * @param saturation The saturation.
  73616. * @param exposure The exposure.
  73617. * @param result The result data container.
  73618. */
  73619. private getColorGradingDataToRef;
  73620. /**
  73621. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73622. * @param value The input slider value in range [-100,100].
  73623. * @returns Adjusted value.
  73624. */
  73625. private static applyColorGradingSliderNonlinear;
  73626. /**
  73627. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73628. * @param hue The hue (H) input.
  73629. * @param saturation The saturation (S) input.
  73630. * @param brightness The brightness (B) input.
  73631. * @result An RGBA color represented as Vector4.
  73632. */
  73633. private static fromHSBToRef;
  73634. /**
  73635. * Returns a value clamped between min and max
  73636. * @param value The value to clamp
  73637. * @param min The minimum of value
  73638. * @param max The maximum of value
  73639. * @returns The clamped value.
  73640. */
  73641. private static clamp;
  73642. /**
  73643. * Clones the current color curve instance.
  73644. * @return The cloned curves
  73645. */
  73646. clone(): ColorCurves;
  73647. /**
  73648. * Serializes the current color curve instance to a json representation.
  73649. * @return a JSON representation
  73650. */
  73651. serialize(): any;
  73652. /**
  73653. * Parses the color curve from a json representation.
  73654. * @param source the JSON source to parse
  73655. * @return The parsed curves
  73656. */
  73657. static Parse(source: any): ColorCurves;
  73658. }
  73659. }
  73660. declare module BABYLON {
  73661. /**
  73662. * Interface to follow in your material defines to integrate easily the
  73663. * Image proccessing functions.
  73664. * @hidden
  73665. */
  73666. export interface IImageProcessingConfigurationDefines {
  73667. IMAGEPROCESSING: boolean;
  73668. VIGNETTE: boolean;
  73669. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73670. VIGNETTEBLENDMODEOPAQUE: boolean;
  73671. TONEMAPPING: boolean;
  73672. TONEMAPPING_ACES: boolean;
  73673. CONTRAST: boolean;
  73674. EXPOSURE: boolean;
  73675. COLORCURVES: boolean;
  73676. COLORGRADING: boolean;
  73677. COLORGRADING3D: boolean;
  73678. SAMPLER3DGREENDEPTH: boolean;
  73679. SAMPLER3DBGRMAP: boolean;
  73680. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73681. }
  73682. /**
  73683. * @hidden
  73684. */
  73685. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73686. IMAGEPROCESSING: boolean;
  73687. VIGNETTE: boolean;
  73688. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73689. VIGNETTEBLENDMODEOPAQUE: boolean;
  73690. TONEMAPPING: boolean;
  73691. TONEMAPPING_ACES: boolean;
  73692. CONTRAST: boolean;
  73693. COLORCURVES: boolean;
  73694. COLORGRADING: boolean;
  73695. COLORGRADING3D: boolean;
  73696. SAMPLER3DGREENDEPTH: boolean;
  73697. SAMPLER3DBGRMAP: boolean;
  73698. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73699. EXPOSURE: boolean;
  73700. constructor();
  73701. }
  73702. /**
  73703. * This groups together the common properties used for image processing either in direct forward pass
  73704. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73705. * or not.
  73706. */
  73707. export class ImageProcessingConfiguration {
  73708. /**
  73709. * Default tone mapping applied in BabylonJS.
  73710. */
  73711. static readonly TONEMAPPING_STANDARD: number;
  73712. /**
  73713. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73714. * to other engines rendering to increase portability.
  73715. */
  73716. static readonly TONEMAPPING_ACES: number;
  73717. /**
  73718. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73719. */
  73720. colorCurves: Nullable<ColorCurves>;
  73721. private _colorCurvesEnabled;
  73722. /**
  73723. * Gets wether the color curves effect is enabled.
  73724. */
  73725. /**
  73726. * Sets wether the color curves effect is enabled.
  73727. */
  73728. colorCurvesEnabled: boolean;
  73729. private _colorGradingTexture;
  73730. /**
  73731. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73732. */
  73733. /**
  73734. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73735. */
  73736. colorGradingTexture: Nullable<BaseTexture>;
  73737. private _colorGradingEnabled;
  73738. /**
  73739. * Gets wether the color grading effect is enabled.
  73740. */
  73741. /**
  73742. * Sets wether the color grading effect is enabled.
  73743. */
  73744. colorGradingEnabled: boolean;
  73745. private _colorGradingWithGreenDepth;
  73746. /**
  73747. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73748. */
  73749. /**
  73750. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73751. */
  73752. colorGradingWithGreenDepth: boolean;
  73753. private _colorGradingBGR;
  73754. /**
  73755. * Gets wether the color grading texture contains BGR values.
  73756. */
  73757. /**
  73758. * Sets wether the color grading texture contains BGR values.
  73759. */
  73760. colorGradingBGR: boolean;
  73761. /** @hidden */
  73762. _exposure: number;
  73763. /**
  73764. * Gets the Exposure used in the effect.
  73765. */
  73766. /**
  73767. * Sets the Exposure used in the effect.
  73768. */
  73769. exposure: number;
  73770. private _toneMappingEnabled;
  73771. /**
  73772. * Gets wether the tone mapping effect is enabled.
  73773. */
  73774. /**
  73775. * Sets wether the tone mapping effect is enabled.
  73776. */
  73777. toneMappingEnabled: boolean;
  73778. private _toneMappingType;
  73779. /**
  73780. * Gets the type of tone mapping effect.
  73781. */
  73782. /**
  73783. * Sets the type of tone mapping effect used in BabylonJS.
  73784. */
  73785. toneMappingType: number;
  73786. protected _contrast: number;
  73787. /**
  73788. * Gets the contrast used in the effect.
  73789. */
  73790. /**
  73791. * Sets the contrast used in the effect.
  73792. */
  73793. contrast: number;
  73794. /**
  73795. * Vignette stretch size.
  73796. */
  73797. vignetteStretch: number;
  73798. /**
  73799. * Vignette centre X Offset.
  73800. */
  73801. vignetteCentreX: number;
  73802. /**
  73803. * Vignette centre Y Offset.
  73804. */
  73805. vignetteCentreY: number;
  73806. /**
  73807. * Vignette weight or intensity of the vignette effect.
  73808. */
  73809. vignetteWeight: number;
  73810. /**
  73811. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73812. * if vignetteEnabled is set to true.
  73813. */
  73814. vignetteColor: Color4;
  73815. /**
  73816. * Camera field of view used by the Vignette effect.
  73817. */
  73818. vignetteCameraFov: number;
  73819. private _vignetteBlendMode;
  73820. /**
  73821. * Gets the vignette blend mode allowing different kind of effect.
  73822. */
  73823. /**
  73824. * Sets the vignette blend mode allowing different kind of effect.
  73825. */
  73826. vignetteBlendMode: number;
  73827. private _vignetteEnabled;
  73828. /**
  73829. * Gets wether the vignette effect is enabled.
  73830. */
  73831. /**
  73832. * Sets wether the vignette effect is enabled.
  73833. */
  73834. vignetteEnabled: boolean;
  73835. private _applyByPostProcess;
  73836. /**
  73837. * Gets wether the image processing is applied through a post process or not.
  73838. */
  73839. /**
  73840. * Sets wether the image processing is applied through a post process or not.
  73841. */
  73842. applyByPostProcess: boolean;
  73843. private _isEnabled;
  73844. /**
  73845. * Gets wether the image processing is enabled or not.
  73846. */
  73847. /**
  73848. * Sets wether the image processing is enabled or not.
  73849. */
  73850. isEnabled: boolean;
  73851. /**
  73852. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73853. */
  73854. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73855. /**
  73856. * Method called each time the image processing information changes requires to recompile the effect.
  73857. */
  73858. protected _updateParameters(): void;
  73859. /**
  73860. * Gets the current class name.
  73861. * @return "ImageProcessingConfiguration"
  73862. */
  73863. getClassName(): string;
  73864. /**
  73865. * Prepare the list of uniforms associated with the Image Processing effects.
  73866. * @param uniforms The list of uniforms used in the effect
  73867. * @param defines the list of defines currently in use
  73868. */
  73869. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73870. /**
  73871. * Prepare the list of samplers associated with the Image Processing effects.
  73872. * @param samplersList The list of uniforms used in the effect
  73873. * @param defines the list of defines currently in use
  73874. */
  73875. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73876. /**
  73877. * Prepare the list of defines associated to the shader.
  73878. * @param defines the list of defines to complete
  73879. * @param forPostProcess Define if we are currently in post process mode or not
  73880. */
  73881. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73882. /**
  73883. * Returns true if all the image processing information are ready.
  73884. * @returns True if ready, otherwise, false
  73885. */
  73886. isReady(): boolean;
  73887. /**
  73888. * Binds the image processing to the shader.
  73889. * @param effect The effect to bind to
  73890. * @param aspectRatio Define the current aspect ratio of the effect
  73891. */
  73892. bind(effect: Effect, aspectRatio?: number): void;
  73893. /**
  73894. * Clones the current image processing instance.
  73895. * @return The cloned image processing
  73896. */
  73897. clone(): ImageProcessingConfiguration;
  73898. /**
  73899. * Serializes the current image processing instance to a json representation.
  73900. * @return a JSON representation
  73901. */
  73902. serialize(): any;
  73903. /**
  73904. * Parses the image processing from a json representation.
  73905. * @param source the JSON source to parse
  73906. * @return The parsed image processing
  73907. */
  73908. static Parse(source: any): ImageProcessingConfiguration;
  73909. private static _VIGNETTEMODE_MULTIPLY;
  73910. private static _VIGNETTEMODE_OPAQUE;
  73911. /**
  73912. * Used to apply the vignette as a mix with the pixel color.
  73913. */
  73914. static readonly VIGNETTEMODE_MULTIPLY: number;
  73915. /**
  73916. * Used to apply the vignette as a replacement of the pixel color.
  73917. */
  73918. static readonly VIGNETTEMODE_OPAQUE: number;
  73919. }
  73920. }
  73921. declare module BABYLON {
  73922. /** @hidden */
  73923. export var postprocessVertexShader: {
  73924. name: string;
  73925. shader: string;
  73926. };
  73927. }
  73928. declare module BABYLON {
  73929. /** Defines supported spaces */
  73930. export enum Space {
  73931. /** Local (object) space */
  73932. LOCAL = 0,
  73933. /** World space */
  73934. WORLD = 1,
  73935. /** Bone space */
  73936. BONE = 2
  73937. }
  73938. /** Defines the 3 main axes */
  73939. export class Axis {
  73940. /** X axis */
  73941. static X: Vector3;
  73942. /** Y axis */
  73943. static Y: Vector3;
  73944. /** Z axis */
  73945. static Z: Vector3;
  73946. }
  73947. }
  73948. declare module BABYLON {
  73949. /**
  73950. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73951. * This is the base of the follow, arc rotate cameras and Free camera
  73952. * @see http://doc.babylonjs.com/features/cameras
  73953. */
  73954. export class TargetCamera extends Camera {
  73955. private static _RigCamTransformMatrix;
  73956. private static _TargetTransformMatrix;
  73957. private static _TargetFocalPoint;
  73958. /**
  73959. * Define the current direction the camera is moving to
  73960. */
  73961. cameraDirection: Vector3;
  73962. /**
  73963. * Define the current rotation the camera is rotating to
  73964. */
  73965. cameraRotation: Vector2;
  73966. /**
  73967. * When set, the up vector of the camera will be updated by the rotation of the camera
  73968. */
  73969. updateUpVectorFromRotation: boolean;
  73970. private _tmpQuaternion;
  73971. /**
  73972. * Define the current rotation of the camera
  73973. */
  73974. rotation: Vector3;
  73975. /**
  73976. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73977. */
  73978. rotationQuaternion: Quaternion;
  73979. /**
  73980. * Define the current speed of the camera
  73981. */
  73982. speed: number;
  73983. /**
  73984. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73985. * around all axis.
  73986. */
  73987. noRotationConstraint: boolean;
  73988. /**
  73989. * Define the current target of the camera as an object or a position.
  73990. */
  73991. lockedTarget: any;
  73992. /** @hidden */
  73993. _currentTarget: Vector3;
  73994. /** @hidden */
  73995. _initialFocalDistance: number;
  73996. /** @hidden */
  73997. _viewMatrix: Matrix;
  73998. /** @hidden */
  73999. _camMatrix: Matrix;
  74000. /** @hidden */
  74001. _cameraTransformMatrix: Matrix;
  74002. /** @hidden */
  74003. _cameraRotationMatrix: Matrix;
  74004. /** @hidden */
  74005. _referencePoint: Vector3;
  74006. /** @hidden */
  74007. _transformedReferencePoint: Vector3;
  74008. protected _globalCurrentTarget: Vector3;
  74009. protected _globalCurrentUpVector: Vector3;
  74010. /** @hidden */
  74011. _reset: () => void;
  74012. private _defaultUp;
  74013. /**
  74014. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  74015. * This is the base of the follow, arc rotate cameras and Free camera
  74016. * @see http://doc.babylonjs.com/features/cameras
  74017. * @param name Defines the name of the camera in the scene
  74018. * @param position Defines the start position of the camera in the scene
  74019. * @param scene Defines the scene the camera belongs to
  74020. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  74021. */
  74022. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  74023. /**
  74024. * Gets the position in front of the camera at a given distance.
  74025. * @param distance The distance from the camera we want the position to be
  74026. * @returns the position
  74027. */
  74028. getFrontPosition(distance: number): Vector3;
  74029. /** @hidden */
  74030. _getLockedTargetPosition(): Nullable<Vector3>;
  74031. private _storedPosition;
  74032. private _storedRotation;
  74033. private _storedRotationQuaternion;
  74034. /**
  74035. * Store current camera state of the camera (fov, position, rotation, etc..)
  74036. * @returns the camera
  74037. */
  74038. storeState(): Camera;
  74039. /**
  74040. * Restored camera state. You must call storeState() first
  74041. * @returns whether it was successful or not
  74042. * @hidden
  74043. */
  74044. _restoreStateValues(): boolean;
  74045. /** @hidden */
  74046. _initCache(): void;
  74047. /** @hidden */
  74048. _updateCache(ignoreParentClass?: boolean): void;
  74049. /** @hidden */
  74050. _isSynchronizedViewMatrix(): boolean;
  74051. /** @hidden */
  74052. _computeLocalCameraSpeed(): number;
  74053. /**
  74054. * Defines the target the camera should look at.
  74055. * @param target Defines the new target as a Vector or a mesh
  74056. */
  74057. setTarget(target: Vector3): void;
  74058. /**
  74059. * Return the current target position of the camera. This value is expressed in local space.
  74060. * @returns the target position
  74061. */
  74062. getTarget(): Vector3;
  74063. /** @hidden */
  74064. _decideIfNeedsToMove(): boolean;
  74065. /** @hidden */
  74066. _updatePosition(): void;
  74067. /** @hidden */
  74068. _checkInputs(): void;
  74069. protected _updateCameraRotationMatrix(): void;
  74070. /**
  74071. * 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)
  74072. * @returns the current camera
  74073. */
  74074. private _rotateUpVectorWithCameraRotationMatrix;
  74075. private _cachedRotationZ;
  74076. private _cachedQuaternionRotationZ;
  74077. /** @hidden */
  74078. _getViewMatrix(): Matrix;
  74079. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  74080. /**
  74081. * @hidden
  74082. */
  74083. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  74084. /**
  74085. * @hidden
  74086. */
  74087. _updateRigCameras(): void;
  74088. private _getRigCamPositionAndTarget;
  74089. /**
  74090. * Gets the current object class name.
  74091. * @return the class name
  74092. */
  74093. getClassName(): string;
  74094. }
  74095. }
  74096. declare module BABYLON {
  74097. /**
  74098. * Gather the list of keyboard event types as constants.
  74099. */
  74100. export class KeyboardEventTypes {
  74101. /**
  74102. * The keydown event is fired when a key becomes active (pressed).
  74103. */
  74104. static readonly KEYDOWN: number;
  74105. /**
  74106. * The keyup event is fired when a key has been released.
  74107. */
  74108. static readonly KEYUP: number;
  74109. }
  74110. /**
  74111. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74112. */
  74113. export class KeyboardInfo {
  74114. /**
  74115. * Defines the type of event (KeyboardEventTypes)
  74116. */
  74117. type: number;
  74118. /**
  74119. * Defines the related dom event
  74120. */
  74121. event: KeyboardEvent;
  74122. /**
  74123. * Instantiates a new keyboard info.
  74124. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74125. * @param type Defines the type of event (KeyboardEventTypes)
  74126. * @param event Defines the related dom event
  74127. */
  74128. constructor(
  74129. /**
  74130. * Defines the type of event (KeyboardEventTypes)
  74131. */
  74132. type: number,
  74133. /**
  74134. * Defines the related dom event
  74135. */
  74136. event: KeyboardEvent);
  74137. }
  74138. /**
  74139. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74140. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  74141. */
  74142. export class KeyboardInfoPre extends KeyboardInfo {
  74143. /**
  74144. * Defines the type of event (KeyboardEventTypes)
  74145. */
  74146. type: number;
  74147. /**
  74148. * Defines the related dom event
  74149. */
  74150. event: KeyboardEvent;
  74151. /**
  74152. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  74153. */
  74154. skipOnPointerObservable: boolean;
  74155. /**
  74156. * Instantiates a new keyboard pre info.
  74157. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74158. * @param type Defines the type of event (KeyboardEventTypes)
  74159. * @param event Defines the related dom event
  74160. */
  74161. constructor(
  74162. /**
  74163. * Defines the type of event (KeyboardEventTypes)
  74164. */
  74165. type: number,
  74166. /**
  74167. * Defines the related dom event
  74168. */
  74169. event: KeyboardEvent);
  74170. }
  74171. }
  74172. declare module BABYLON {
  74173. /**
  74174. * Manage the keyboard inputs to control the movement of a free camera.
  74175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74176. */
  74177. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  74178. /**
  74179. * Defines the camera the input is attached to.
  74180. */
  74181. camera: FreeCamera;
  74182. /**
  74183. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74184. */
  74185. keysUp: number[];
  74186. /**
  74187. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74188. */
  74189. keysDown: number[];
  74190. /**
  74191. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74192. */
  74193. keysLeft: number[];
  74194. /**
  74195. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74196. */
  74197. keysRight: number[];
  74198. private _keys;
  74199. private _onCanvasBlurObserver;
  74200. private _onKeyboardObserver;
  74201. private _engine;
  74202. private _scene;
  74203. /**
  74204. * Attach the input controls to a specific dom element to get the input from.
  74205. * @param element Defines the element the controls should be listened from
  74206. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74207. */
  74208. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74209. /**
  74210. * Detach the current controls from the specified dom element.
  74211. * @param element Defines the element to stop listening the inputs from
  74212. */
  74213. detachControl(element: Nullable<HTMLElement>): void;
  74214. /**
  74215. * Update the current camera state depending on the inputs that have been used this frame.
  74216. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74217. */
  74218. checkInputs(): void;
  74219. /**
  74220. * Gets the class name of the current intput.
  74221. * @returns the class name
  74222. */
  74223. getClassName(): string;
  74224. /** @hidden */
  74225. _onLostFocus(): void;
  74226. /**
  74227. * Get the friendly name associated with the input class.
  74228. * @returns the input friendly name
  74229. */
  74230. getSimpleName(): string;
  74231. }
  74232. }
  74233. declare module BABYLON {
  74234. /**
  74235. * Interface describing all the common properties and methods a shadow light needs to implement.
  74236. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74237. * as well as binding the different shadow properties to the effects.
  74238. */
  74239. export interface IShadowLight extends Light {
  74240. /**
  74241. * The light id in the scene (used in scene.findLighById for instance)
  74242. */
  74243. id: string;
  74244. /**
  74245. * The position the shdow will be casted from.
  74246. */
  74247. position: Vector3;
  74248. /**
  74249. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74250. */
  74251. direction: Vector3;
  74252. /**
  74253. * The transformed position. Position of the light in world space taking parenting in account.
  74254. */
  74255. transformedPosition: Vector3;
  74256. /**
  74257. * The transformed direction. Direction of the light in world space taking parenting in account.
  74258. */
  74259. transformedDirection: Vector3;
  74260. /**
  74261. * The friendly name of the light in the scene.
  74262. */
  74263. name: string;
  74264. /**
  74265. * Defines the shadow projection clipping minimum z value.
  74266. */
  74267. shadowMinZ: number;
  74268. /**
  74269. * Defines the shadow projection clipping maximum z value.
  74270. */
  74271. shadowMaxZ: number;
  74272. /**
  74273. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74274. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74275. */
  74276. computeTransformedInformation(): boolean;
  74277. /**
  74278. * Gets the scene the light belongs to.
  74279. * @returns The scene
  74280. */
  74281. getScene(): Scene;
  74282. /**
  74283. * Callback defining a custom Projection Matrix Builder.
  74284. * This can be used to override the default projection matrix computation.
  74285. */
  74286. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74287. /**
  74288. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74289. * @param matrix The materix to updated with the projection information
  74290. * @param viewMatrix The transform matrix of the light
  74291. * @param renderList The list of mesh to render in the map
  74292. * @returns The current light
  74293. */
  74294. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74295. /**
  74296. * Gets the current depth scale used in ESM.
  74297. * @returns The scale
  74298. */
  74299. getDepthScale(): number;
  74300. /**
  74301. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74302. * @returns true if a cube texture needs to be use
  74303. */
  74304. needCube(): boolean;
  74305. /**
  74306. * Detects if the projection matrix requires to be recomputed this frame.
  74307. * @returns true if it requires to be recomputed otherwise, false.
  74308. */
  74309. needProjectionMatrixCompute(): boolean;
  74310. /**
  74311. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74312. */
  74313. forceProjectionMatrixCompute(): void;
  74314. /**
  74315. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74316. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74317. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74318. */
  74319. getShadowDirection(faceIndex?: number): Vector3;
  74320. /**
  74321. * Gets the minZ used for shadow according to both the scene and the light.
  74322. * @param activeCamera The camera we are returning the min for
  74323. * @returns the depth min z
  74324. */
  74325. getDepthMinZ(activeCamera: Camera): number;
  74326. /**
  74327. * Gets the maxZ used for shadow according to both the scene and the light.
  74328. * @param activeCamera The camera we are returning the max for
  74329. * @returns the depth max z
  74330. */
  74331. getDepthMaxZ(activeCamera: Camera): number;
  74332. }
  74333. /**
  74334. * Base implementation IShadowLight
  74335. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74336. */
  74337. export abstract class ShadowLight extends Light implements IShadowLight {
  74338. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74339. protected _position: Vector3;
  74340. protected _setPosition(value: Vector3): void;
  74341. /**
  74342. * Sets the position the shadow will be casted from. Also use as the light position for both
  74343. * point and spot lights.
  74344. */
  74345. /**
  74346. * Sets the position the shadow will be casted from. Also use as the light position for both
  74347. * point and spot lights.
  74348. */
  74349. position: Vector3;
  74350. protected _direction: Vector3;
  74351. protected _setDirection(value: Vector3): void;
  74352. /**
  74353. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74354. * Also use as the light direction on spot and directional lights.
  74355. */
  74356. /**
  74357. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74358. * Also use as the light direction on spot and directional lights.
  74359. */
  74360. direction: Vector3;
  74361. private _shadowMinZ;
  74362. /**
  74363. * Gets the shadow projection clipping minimum z value.
  74364. */
  74365. /**
  74366. * Sets the shadow projection clipping minimum z value.
  74367. */
  74368. shadowMinZ: number;
  74369. private _shadowMaxZ;
  74370. /**
  74371. * Sets the shadow projection clipping maximum z value.
  74372. */
  74373. /**
  74374. * Gets the shadow projection clipping maximum z value.
  74375. */
  74376. shadowMaxZ: number;
  74377. /**
  74378. * Callback defining a custom Projection Matrix Builder.
  74379. * This can be used to override the default projection matrix computation.
  74380. */
  74381. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74382. /**
  74383. * The transformed position. Position of the light in world space taking parenting in account.
  74384. */
  74385. transformedPosition: Vector3;
  74386. /**
  74387. * The transformed direction. Direction of the light in world space taking parenting in account.
  74388. */
  74389. transformedDirection: Vector3;
  74390. private _needProjectionMatrixCompute;
  74391. /**
  74392. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74393. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74394. */
  74395. computeTransformedInformation(): boolean;
  74396. /**
  74397. * Return the depth scale used for the shadow map.
  74398. * @returns the depth scale.
  74399. */
  74400. getDepthScale(): number;
  74401. /**
  74402. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74403. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74404. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74405. */
  74406. getShadowDirection(faceIndex?: number): Vector3;
  74407. /**
  74408. * Returns the ShadowLight absolute position in the World.
  74409. * @returns the position vector in world space
  74410. */
  74411. getAbsolutePosition(): Vector3;
  74412. /**
  74413. * Sets the ShadowLight direction toward the passed target.
  74414. * @param target The point to target in local space
  74415. * @returns the updated ShadowLight direction
  74416. */
  74417. setDirectionToTarget(target: Vector3): Vector3;
  74418. /**
  74419. * Returns the light rotation in euler definition.
  74420. * @returns the x y z rotation in local space.
  74421. */
  74422. getRotation(): Vector3;
  74423. /**
  74424. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74425. * @returns true if a cube texture needs to be use
  74426. */
  74427. needCube(): boolean;
  74428. /**
  74429. * Detects if the projection matrix requires to be recomputed this frame.
  74430. * @returns true if it requires to be recomputed otherwise, false.
  74431. */
  74432. needProjectionMatrixCompute(): boolean;
  74433. /**
  74434. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74435. */
  74436. forceProjectionMatrixCompute(): void;
  74437. /** @hidden */
  74438. _initCache(): void;
  74439. /** @hidden */
  74440. _isSynchronized(): boolean;
  74441. /**
  74442. * Computes the world matrix of the node
  74443. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74444. * @returns the world matrix
  74445. */
  74446. computeWorldMatrix(force?: boolean): Matrix;
  74447. /**
  74448. * Gets the minZ used for shadow according to both the scene and the light.
  74449. * @param activeCamera The camera we are returning the min for
  74450. * @returns the depth min z
  74451. */
  74452. getDepthMinZ(activeCamera: Camera): number;
  74453. /**
  74454. * Gets the maxZ used for shadow according to both the scene and the light.
  74455. * @param activeCamera The camera we are returning the max for
  74456. * @returns the depth max z
  74457. */
  74458. getDepthMaxZ(activeCamera: Camera): number;
  74459. /**
  74460. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74461. * @param matrix The materix to updated with the projection information
  74462. * @param viewMatrix The transform matrix of the light
  74463. * @param renderList The list of mesh to render in the map
  74464. * @returns The current light
  74465. */
  74466. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74467. }
  74468. }
  74469. declare module BABYLON {
  74470. /**
  74471. * "Static Class" containing the most commonly used helper while dealing with material for
  74472. * rendering purpose.
  74473. *
  74474. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74475. *
  74476. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74477. */
  74478. export class MaterialHelper {
  74479. /**
  74480. * Bind the current view position to an effect.
  74481. * @param effect The effect to be bound
  74482. * @param scene The scene the eyes position is used from
  74483. */
  74484. static BindEyePosition(effect: Effect, scene: Scene): void;
  74485. /**
  74486. * Helps preparing the defines values about the UVs in used in the effect.
  74487. * UVs are shared as much as we can accross channels in the shaders.
  74488. * @param texture The texture we are preparing the UVs for
  74489. * @param defines The defines to update
  74490. * @param key The channel key "diffuse", "specular"... used in the shader
  74491. */
  74492. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74493. /**
  74494. * Binds a texture matrix value to its corrsponding uniform
  74495. * @param texture The texture to bind the matrix for
  74496. * @param uniformBuffer The uniform buffer receivin the data
  74497. * @param key The channel key "diffuse", "specular"... used in the shader
  74498. */
  74499. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74500. /**
  74501. * Gets the current status of the fog (should it be enabled?)
  74502. * @param mesh defines the mesh to evaluate for fog support
  74503. * @param scene defines the hosting scene
  74504. * @returns true if fog must be enabled
  74505. */
  74506. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74507. /**
  74508. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74509. * @param mesh defines the current mesh
  74510. * @param scene defines the current scene
  74511. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74512. * @param pointsCloud defines if point cloud rendering has to be turned on
  74513. * @param fogEnabled defines if fog has to be turned on
  74514. * @param alphaTest defines if alpha testing has to be turned on
  74515. * @param defines defines the current list of defines
  74516. */
  74517. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74518. /**
  74519. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74520. * @param scene defines the current scene
  74521. * @param engine defines the current engine
  74522. * @param defines specifies the list of active defines
  74523. * @param useInstances defines if instances have to be turned on
  74524. * @param useClipPlane defines if clip plane have to be turned on
  74525. */
  74526. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74527. /**
  74528. * Prepares the defines for bones
  74529. * @param mesh The mesh containing the geometry data we will draw
  74530. * @param defines The defines to update
  74531. */
  74532. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74533. /**
  74534. * Prepares the defines for morph targets
  74535. * @param mesh The mesh containing the geometry data we will draw
  74536. * @param defines The defines to update
  74537. */
  74538. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74539. /**
  74540. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74541. * @param mesh The mesh containing the geometry data we will draw
  74542. * @param defines The defines to update
  74543. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74544. * @param useBones Precise whether bones should be used or not (override mesh info)
  74545. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74546. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74547. * @returns false if defines are considered not dirty and have not been checked
  74548. */
  74549. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74550. /**
  74551. * Prepares the defines related to multiview
  74552. * @param scene The scene we are intending to draw
  74553. * @param defines The defines to update
  74554. */
  74555. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74556. /**
  74557. * Prepares the defines related to the light information passed in parameter
  74558. * @param scene The scene we are intending to draw
  74559. * @param mesh The mesh the effect is compiling for
  74560. * @param light The light the effect is compiling for
  74561. * @param lightIndex The index of the light
  74562. * @param defines The defines to update
  74563. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74564. * @param state Defines the current state regarding what is needed (normals, etc...)
  74565. */
  74566. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74567. needNormals: boolean;
  74568. needRebuild: boolean;
  74569. shadowEnabled: boolean;
  74570. specularEnabled: boolean;
  74571. lightmapMode: boolean;
  74572. }): void;
  74573. /**
  74574. * Prepares the defines related to the light information passed in parameter
  74575. * @param scene The scene we are intending to draw
  74576. * @param mesh The mesh the effect is compiling for
  74577. * @param defines The defines to update
  74578. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74579. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74580. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74581. * @returns true if normals will be required for the rest of the effect
  74582. */
  74583. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74584. /**
  74585. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74586. * @param lightIndex defines the light index
  74587. * @param uniformsList The uniform list
  74588. * @param samplersList The sampler list
  74589. * @param projectedLightTexture defines if projected texture must be used
  74590. * @param uniformBuffersList defines an optional list of uniform buffers
  74591. */
  74592. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74593. /**
  74594. * Prepares the uniforms and samplers list to be used in the effect
  74595. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74596. * @param samplersList The sampler list
  74597. * @param defines The defines helping in the list generation
  74598. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74599. */
  74600. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74601. /**
  74602. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74603. * @param defines The defines to update while falling back
  74604. * @param fallbacks The authorized effect fallbacks
  74605. * @param maxSimultaneousLights The maximum number of lights allowed
  74606. * @param rank the current rank of the Effect
  74607. * @returns The newly affected rank
  74608. */
  74609. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74610. private static _TmpMorphInfluencers;
  74611. /**
  74612. * Prepares the list of attributes required for morph targets according to the effect defines.
  74613. * @param attribs The current list of supported attribs
  74614. * @param mesh The mesh to prepare the morph targets attributes for
  74615. * @param influencers The number of influencers
  74616. */
  74617. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74618. /**
  74619. * Prepares the list of attributes required for morph targets according to the effect defines.
  74620. * @param attribs The current list of supported attribs
  74621. * @param mesh The mesh to prepare the morph targets attributes for
  74622. * @param defines The current Defines of the effect
  74623. */
  74624. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74625. /**
  74626. * Prepares the list of attributes required for bones according to the effect defines.
  74627. * @param attribs The current list of supported attribs
  74628. * @param mesh The mesh to prepare the bones attributes for
  74629. * @param defines The current Defines of the effect
  74630. * @param fallbacks The current efffect fallback strategy
  74631. */
  74632. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74633. /**
  74634. * Check and prepare the list of attributes required for instances according to the effect defines.
  74635. * @param attribs The current list of supported attribs
  74636. * @param defines The current MaterialDefines of the effect
  74637. */
  74638. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74639. /**
  74640. * Add the list of attributes required for instances to the attribs array.
  74641. * @param attribs The current list of supported attribs
  74642. */
  74643. static PushAttributesForInstances(attribs: string[]): void;
  74644. /**
  74645. * Binds the light shadow information to the effect for the given mesh.
  74646. * @param light The light containing the generator
  74647. * @param scene The scene the lights belongs to
  74648. * @param mesh The mesh we are binding the information to render
  74649. * @param lightIndex The light index in the effect used to render the mesh
  74650. * @param effect The effect we are binding the data to
  74651. */
  74652. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74653. /**
  74654. * Binds the light information to the effect.
  74655. * @param light The light containing the generator
  74656. * @param effect The effect we are binding the data to
  74657. * @param lightIndex The light index in the effect used to render
  74658. */
  74659. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74660. /**
  74661. * Binds the lights information from the scene to the effect for the given mesh.
  74662. * @param light Light to bind
  74663. * @param lightIndex Light index
  74664. * @param scene The scene where the light belongs to
  74665. * @param mesh The mesh we are binding the information to render
  74666. * @param effect The effect we are binding the data to
  74667. * @param useSpecular Defines if specular is supported
  74668. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74669. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74670. */
  74671. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74672. /**
  74673. * Binds the lights information from the scene to the effect for the given mesh.
  74674. * @param scene The scene the lights belongs to
  74675. * @param mesh The mesh we are binding the information to render
  74676. * @param effect The effect we are binding the data to
  74677. * @param defines The generated defines for the effect
  74678. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74679. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74680. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74681. */
  74682. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74683. private static _tempFogColor;
  74684. /**
  74685. * Binds the fog information from the scene to the effect for the given mesh.
  74686. * @param scene The scene the lights belongs to
  74687. * @param mesh The mesh we are binding the information to render
  74688. * @param effect The effect we are binding the data to
  74689. * @param linearSpace Defines if the fog effect is applied in linear space
  74690. */
  74691. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74692. /**
  74693. * Binds the bones information from the mesh to the effect.
  74694. * @param mesh The mesh we are binding the information to render
  74695. * @param effect The effect we are binding the data to
  74696. */
  74697. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74698. /**
  74699. * Binds the morph targets information from the mesh to the effect.
  74700. * @param abstractMesh The mesh we are binding the information to render
  74701. * @param effect The effect we are binding the data to
  74702. */
  74703. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74704. /**
  74705. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74706. * @param defines The generated defines used in the effect
  74707. * @param effect The effect we are binding the data to
  74708. * @param scene The scene we are willing to render with logarithmic scale for
  74709. */
  74710. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74711. /**
  74712. * Binds the clip plane information from the scene to the effect.
  74713. * @param scene The scene the clip plane information are extracted from
  74714. * @param effect The effect we are binding the data to
  74715. */
  74716. static BindClipPlane(effect: Effect, scene: Scene): void;
  74717. }
  74718. }
  74719. declare module BABYLON {
  74720. /** @hidden */
  74721. export var packingFunctions: {
  74722. name: string;
  74723. shader: string;
  74724. };
  74725. }
  74726. declare module BABYLON {
  74727. /** @hidden */
  74728. export var shadowMapPixelShader: {
  74729. name: string;
  74730. shader: string;
  74731. };
  74732. }
  74733. declare module BABYLON {
  74734. /** @hidden */
  74735. export var bonesDeclaration: {
  74736. name: string;
  74737. shader: string;
  74738. };
  74739. }
  74740. declare module BABYLON {
  74741. /** @hidden */
  74742. export var morphTargetsVertexGlobalDeclaration: {
  74743. name: string;
  74744. shader: string;
  74745. };
  74746. }
  74747. declare module BABYLON {
  74748. /** @hidden */
  74749. export var morphTargetsVertexDeclaration: {
  74750. name: string;
  74751. shader: string;
  74752. };
  74753. }
  74754. declare module BABYLON {
  74755. /** @hidden */
  74756. export var instancesDeclaration: {
  74757. name: string;
  74758. shader: string;
  74759. };
  74760. }
  74761. declare module BABYLON {
  74762. /** @hidden */
  74763. export var helperFunctions: {
  74764. name: string;
  74765. shader: string;
  74766. };
  74767. }
  74768. declare module BABYLON {
  74769. /** @hidden */
  74770. export var morphTargetsVertex: {
  74771. name: string;
  74772. shader: string;
  74773. };
  74774. }
  74775. declare module BABYLON {
  74776. /** @hidden */
  74777. export var instancesVertex: {
  74778. name: string;
  74779. shader: string;
  74780. };
  74781. }
  74782. declare module BABYLON {
  74783. /** @hidden */
  74784. export var bonesVertex: {
  74785. name: string;
  74786. shader: string;
  74787. };
  74788. }
  74789. declare module BABYLON {
  74790. /** @hidden */
  74791. export var shadowMapVertexShader: {
  74792. name: string;
  74793. shader: string;
  74794. };
  74795. }
  74796. declare module BABYLON {
  74797. /** @hidden */
  74798. export var depthBoxBlurPixelShader: {
  74799. name: string;
  74800. shader: string;
  74801. };
  74802. }
  74803. declare module BABYLON {
  74804. /**
  74805. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74806. */
  74807. export interface ICustomShaderOptions {
  74808. /**
  74809. * Gets or sets the custom shader name to use
  74810. */
  74811. shaderName: string;
  74812. /**
  74813. * The list of attribute names used in the shader
  74814. */
  74815. attributes?: string[];
  74816. /**
  74817. * The list of unifrom names used in the shader
  74818. */
  74819. uniforms?: string[];
  74820. /**
  74821. * The list of sampler names used in the shader
  74822. */
  74823. samplers?: string[];
  74824. /**
  74825. * The list of defines used in the shader
  74826. */
  74827. defines?: string[];
  74828. }
  74829. /**
  74830. * Interface to implement to create a shadow generator compatible with BJS.
  74831. */
  74832. export interface IShadowGenerator {
  74833. /**
  74834. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74835. * @returns The render target texture if present otherwise, null
  74836. */
  74837. getShadowMap(): Nullable<RenderTargetTexture>;
  74838. /**
  74839. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74840. * @returns The render target texture if the shadow map is present otherwise, null
  74841. */
  74842. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74843. /**
  74844. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74845. * @param subMesh The submesh we want to render in the shadow map
  74846. * @param useInstances Defines wether will draw in the map using instances
  74847. * @returns true if ready otherwise, false
  74848. */
  74849. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74850. /**
  74851. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74852. * @param defines Defines of the material we want to update
  74853. * @param lightIndex Index of the light in the enabled light list of the material
  74854. */
  74855. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74856. /**
  74857. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74858. * defined in the generator but impacting the effect).
  74859. * It implies the unifroms available on the materials are the standard BJS ones.
  74860. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74861. * @param effect The effect we are binfing the information for
  74862. */
  74863. bindShadowLight(lightIndex: string, effect: Effect): void;
  74864. /**
  74865. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74866. * (eq to shadow prjection matrix * light transform matrix)
  74867. * @returns The transform matrix used to create the shadow map
  74868. */
  74869. getTransformMatrix(): Matrix;
  74870. /**
  74871. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74872. * Cube and 2D textures for instance.
  74873. */
  74874. recreateShadowMap(): void;
  74875. /**
  74876. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74877. * @param onCompiled Callback triggered at the and of the effects compilation
  74878. * @param options Sets of optional options forcing the compilation with different modes
  74879. */
  74880. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74881. useInstances: boolean;
  74882. }>): void;
  74883. /**
  74884. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74885. * @param options Sets of optional options forcing the compilation with different modes
  74886. * @returns A promise that resolves when the compilation completes
  74887. */
  74888. forceCompilationAsync(options?: Partial<{
  74889. useInstances: boolean;
  74890. }>): Promise<void>;
  74891. /**
  74892. * Serializes the shadow generator setup to a json object.
  74893. * @returns The serialized JSON object
  74894. */
  74895. serialize(): any;
  74896. /**
  74897. * Disposes the Shadow map and related Textures and effects.
  74898. */
  74899. dispose(): void;
  74900. }
  74901. /**
  74902. * Default implementation IShadowGenerator.
  74903. * This is the main object responsible of generating shadows in the framework.
  74904. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74905. */
  74906. export class ShadowGenerator implements IShadowGenerator {
  74907. /**
  74908. * Shadow generator mode None: no filtering applied.
  74909. */
  74910. static readonly FILTER_NONE: number;
  74911. /**
  74912. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74913. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74914. */
  74915. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74916. /**
  74917. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74918. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74919. */
  74920. static readonly FILTER_POISSONSAMPLING: number;
  74921. /**
  74922. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74923. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74924. */
  74925. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74926. /**
  74927. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74928. * edge artifacts on steep falloff.
  74929. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74930. */
  74931. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74932. /**
  74933. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74934. * edge artifacts on steep falloff.
  74935. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74936. */
  74937. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74938. /**
  74939. * Shadow generator mode PCF: Percentage Closer Filtering
  74940. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74941. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74942. */
  74943. static readonly FILTER_PCF: number;
  74944. /**
  74945. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74946. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74947. * Contact Hardening
  74948. */
  74949. static readonly FILTER_PCSS: number;
  74950. /**
  74951. * Reserved for PCF and PCSS
  74952. * Highest Quality.
  74953. *
  74954. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74955. *
  74956. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74957. */
  74958. static readonly QUALITY_HIGH: number;
  74959. /**
  74960. * Reserved for PCF and PCSS
  74961. * Good tradeoff for quality/perf cross devices
  74962. *
  74963. * Execute PCF on a 3*3 kernel.
  74964. *
  74965. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74966. */
  74967. static readonly QUALITY_MEDIUM: number;
  74968. /**
  74969. * Reserved for PCF and PCSS
  74970. * The lowest quality but the fastest.
  74971. *
  74972. * Execute PCF on a 1*1 kernel.
  74973. *
  74974. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74975. */
  74976. static readonly QUALITY_LOW: number;
  74977. /** Gets or sets the custom shader name to use */
  74978. customShaderOptions: ICustomShaderOptions;
  74979. /**
  74980. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74981. */
  74982. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74983. /**
  74984. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74985. */
  74986. onAfterShadowMapRenderObservable: Observable<Effect>;
  74987. /**
  74988. * Observable triggered before a mesh is rendered in the shadow map.
  74989. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74990. */
  74991. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74992. /**
  74993. * Observable triggered after a mesh is rendered in the shadow map.
  74994. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74995. */
  74996. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74997. private _bias;
  74998. /**
  74999. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75000. */
  75001. /**
  75002. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75003. */
  75004. bias: number;
  75005. private _normalBias;
  75006. /**
  75007. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75008. */
  75009. /**
  75010. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75011. */
  75012. normalBias: number;
  75013. private _blurBoxOffset;
  75014. /**
  75015. * Gets the blur box offset: offset applied during the blur pass.
  75016. * Only useful if useKernelBlur = false
  75017. */
  75018. /**
  75019. * Sets the blur box offset: offset applied during the blur pass.
  75020. * Only useful if useKernelBlur = false
  75021. */
  75022. blurBoxOffset: number;
  75023. private _blurScale;
  75024. /**
  75025. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75026. * 2 means half of the size.
  75027. */
  75028. /**
  75029. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75030. * 2 means half of the size.
  75031. */
  75032. blurScale: number;
  75033. private _blurKernel;
  75034. /**
  75035. * Gets the blur kernel: kernel size of the blur pass.
  75036. * Only useful if useKernelBlur = true
  75037. */
  75038. /**
  75039. * Sets the blur kernel: kernel size of the blur pass.
  75040. * Only useful if useKernelBlur = true
  75041. */
  75042. blurKernel: number;
  75043. private _useKernelBlur;
  75044. /**
  75045. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75046. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75047. */
  75048. /**
  75049. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75050. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75051. */
  75052. useKernelBlur: boolean;
  75053. private _depthScale;
  75054. /**
  75055. * Gets the depth scale used in ESM mode.
  75056. */
  75057. /**
  75058. * Sets the depth scale used in ESM mode.
  75059. * This can override the scale stored on the light.
  75060. */
  75061. depthScale: number;
  75062. private _filter;
  75063. /**
  75064. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75065. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75066. */
  75067. /**
  75068. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75069. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75070. */
  75071. filter: number;
  75072. /**
  75073. * Gets if the current filter is set to Poisson Sampling.
  75074. */
  75075. /**
  75076. * Sets the current filter to Poisson Sampling.
  75077. */
  75078. usePoissonSampling: boolean;
  75079. /**
  75080. * Gets if the current filter is set to ESM.
  75081. */
  75082. /**
  75083. * Sets the current filter is to ESM.
  75084. */
  75085. useExponentialShadowMap: boolean;
  75086. /**
  75087. * Gets if the current filter is set to filtered ESM.
  75088. */
  75089. /**
  75090. * Gets if the current filter is set to filtered ESM.
  75091. */
  75092. useBlurExponentialShadowMap: boolean;
  75093. /**
  75094. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75095. * exponential to prevent steep falloff artifacts).
  75096. */
  75097. /**
  75098. * Sets the current filter to "close ESM" (using the inverse of the
  75099. * exponential to prevent steep falloff artifacts).
  75100. */
  75101. useCloseExponentialShadowMap: boolean;
  75102. /**
  75103. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75104. * exponential to prevent steep falloff artifacts).
  75105. */
  75106. /**
  75107. * Sets the current filter to filtered "close ESM" (using the inverse of the
  75108. * exponential to prevent steep falloff artifacts).
  75109. */
  75110. useBlurCloseExponentialShadowMap: boolean;
  75111. /**
  75112. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  75113. */
  75114. /**
  75115. * Sets the current filter to "PCF" (percentage closer filtering).
  75116. */
  75117. usePercentageCloserFiltering: boolean;
  75118. private _filteringQuality;
  75119. /**
  75120. * Gets the PCF or PCSS Quality.
  75121. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75122. */
  75123. /**
  75124. * Sets the PCF or PCSS Quality.
  75125. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75126. */
  75127. filteringQuality: number;
  75128. /**
  75129. * Gets if the current filter is set to "PCSS" (contact hardening).
  75130. */
  75131. /**
  75132. * Sets the current filter to "PCSS" (contact hardening).
  75133. */
  75134. useContactHardeningShadow: boolean;
  75135. private _contactHardeningLightSizeUVRatio;
  75136. /**
  75137. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75138. * Using a ratio helps keeping shape stability independently of the map size.
  75139. *
  75140. * It does not account for the light projection as it was having too much
  75141. * instability during the light setup or during light position changes.
  75142. *
  75143. * Only valid if useContactHardeningShadow is true.
  75144. */
  75145. /**
  75146. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75147. * Using a ratio helps keeping shape stability independently of the map size.
  75148. *
  75149. * It does not account for the light projection as it was having too much
  75150. * instability during the light setup or during light position changes.
  75151. *
  75152. * Only valid if useContactHardeningShadow is true.
  75153. */
  75154. contactHardeningLightSizeUVRatio: number;
  75155. private _darkness;
  75156. /** Gets or sets the actual darkness of a shadow */
  75157. darkness: number;
  75158. /**
  75159. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  75160. * 0 means strongest and 1 would means no shadow.
  75161. * @returns the darkness.
  75162. */
  75163. getDarkness(): number;
  75164. /**
  75165. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  75166. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  75167. * @returns the shadow generator allowing fluent coding.
  75168. */
  75169. setDarkness(darkness: number): ShadowGenerator;
  75170. private _transparencyShadow;
  75171. /** Gets or sets the ability to have transparent shadow */
  75172. transparencyShadow: boolean;
  75173. /**
  75174. * Sets the ability to have transparent shadow (boolean).
  75175. * @param transparent True if transparent else False
  75176. * @returns the shadow generator allowing fluent coding
  75177. */
  75178. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75179. private _shadowMap;
  75180. private _shadowMap2;
  75181. /**
  75182. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75183. * @returns The render target texture if present otherwise, null
  75184. */
  75185. getShadowMap(): Nullable<RenderTargetTexture>;
  75186. /**
  75187. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75188. * @returns The render target texture if the shadow map is present otherwise, null
  75189. */
  75190. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75191. /**
  75192. * Gets the class name of that object
  75193. * @returns "ShadowGenerator"
  75194. */
  75195. getClassName(): string;
  75196. /**
  75197. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75198. * @param mesh Mesh to add
  75199. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75200. * @returns the Shadow Generator itself
  75201. */
  75202. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75203. /**
  75204. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75205. * @param mesh Mesh to remove
  75206. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75207. * @returns the Shadow Generator itself
  75208. */
  75209. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75210. /**
  75211. * Controls the extent to which the shadows fade out at the edge of the frustum
  75212. * Used only by directionals and spots
  75213. */
  75214. frustumEdgeFalloff: number;
  75215. private _light;
  75216. /**
  75217. * Returns the associated light object.
  75218. * @returns the light generating the shadow
  75219. */
  75220. getLight(): IShadowLight;
  75221. /**
  75222. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75223. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75224. * It might on the other hand introduce peter panning.
  75225. */
  75226. forceBackFacesOnly: boolean;
  75227. private _scene;
  75228. private _lightDirection;
  75229. private _effect;
  75230. private _viewMatrix;
  75231. private _projectionMatrix;
  75232. private _transformMatrix;
  75233. private _cachedPosition;
  75234. private _cachedDirection;
  75235. private _cachedDefines;
  75236. private _currentRenderID;
  75237. private _boxBlurPostprocess;
  75238. private _kernelBlurXPostprocess;
  75239. private _kernelBlurYPostprocess;
  75240. private _blurPostProcesses;
  75241. private _mapSize;
  75242. private _currentFaceIndex;
  75243. private _currentFaceIndexCache;
  75244. private _textureType;
  75245. private _defaultTextureMatrix;
  75246. /** @hidden */
  75247. static _SceneComponentInitialization: (scene: Scene) => void;
  75248. /**
  75249. * Creates a ShadowGenerator object.
  75250. * A ShadowGenerator is the required tool to use the shadows.
  75251. * Each light casting shadows needs to use its own ShadowGenerator.
  75252. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75253. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75254. * @param light The light object generating the shadows.
  75255. * @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.
  75256. */
  75257. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75258. private _initializeGenerator;
  75259. private _initializeShadowMap;
  75260. private _initializeBlurRTTAndPostProcesses;
  75261. private _renderForShadowMap;
  75262. private _renderSubMeshForShadowMap;
  75263. private _applyFilterValues;
  75264. /**
  75265. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75266. * @param onCompiled Callback triggered at the and of the effects compilation
  75267. * @param options Sets of optional options forcing the compilation with different modes
  75268. */
  75269. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75270. useInstances: boolean;
  75271. }>): void;
  75272. /**
  75273. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75274. * @param options Sets of optional options forcing the compilation with different modes
  75275. * @returns A promise that resolves when the compilation completes
  75276. */
  75277. forceCompilationAsync(options?: Partial<{
  75278. useInstances: boolean;
  75279. }>): Promise<void>;
  75280. /**
  75281. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75282. * @param subMesh The submesh we want to render in the shadow map
  75283. * @param useInstances Defines wether will draw in the map using instances
  75284. * @returns true if ready otherwise, false
  75285. */
  75286. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75287. /**
  75288. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75289. * @param defines Defines of the material we want to update
  75290. * @param lightIndex Index of the light in the enabled light list of the material
  75291. */
  75292. prepareDefines(defines: any, lightIndex: number): void;
  75293. /**
  75294. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75295. * defined in the generator but impacting the effect).
  75296. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75297. * @param effect The effect we are binfing the information for
  75298. */
  75299. bindShadowLight(lightIndex: string, effect: Effect): void;
  75300. /**
  75301. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75302. * (eq to shadow prjection matrix * light transform matrix)
  75303. * @returns The transform matrix used to create the shadow map
  75304. */
  75305. getTransformMatrix(): Matrix;
  75306. /**
  75307. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75308. * Cube and 2D textures for instance.
  75309. */
  75310. recreateShadowMap(): void;
  75311. private _disposeBlurPostProcesses;
  75312. private _disposeRTTandPostProcesses;
  75313. /**
  75314. * Disposes the ShadowGenerator.
  75315. * Returns nothing.
  75316. */
  75317. dispose(): void;
  75318. /**
  75319. * Serializes the shadow generator setup to a json object.
  75320. * @returns The serialized JSON object
  75321. */
  75322. serialize(): any;
  75323. /**
  75324. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75325. * @param parsedShadowGenerator The JSON object to parse
  75326. * @param scene The scene to create the shadow map for
  75327. * @returns The parsed shadow generator
  75328. */
  75329. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75330. }
  75331. }
  75332. declare module BABYLON {
  75333. /**
  75334. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75335. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75336. * 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.
  75337. */
  75338. export abstract class Light extends Node {
  75339. /**
  75340. * Falloff Default: light is falling off following the material specification:
  75341. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75342. */
  75343. static readonly FALLOFF_DEFAULT: number;
  75344. /**
  75345. * Falloff Physical: light is falling off following the inverse squared distance law.
  75346. */
  75347. static readonly FALLOFF_PHYSICAL: number;
  75348. /**
  75349. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75350. * to enhance interoperability with other engines.
  75351. */
  75352. static readonly FALLOFF_GLTF: number;
  75353. /**
  75354. * Falloff Standard: light is falling off like in the standard material
  75355. * to enhance interoperability with other materials.
  75356. */
  75357. static readonly FALLOFF_STANDARD: number;
  75358. /**
  75359. * If every light affecting the material is in this lightmapMode,
  75360. * material.lightmapTexture adds or multiplies
  75361. * (depends on material.useLightmapAsShadowmap)
  75362. * after every other light calculations.
  75363. */
  75364. static readonly LIGHTMAP_DEFAULT: number;
  75365. /**
  75366. * material.lightmapTexture as only diffuse lighting from this light
  75367. * adds only specular lighting from this light
  75368. * adds dynamic shadows
  75369. */
  75370. static readonly LIGHTMAP_SPECULAR: number;
  75371. /**
  75372. * material.lightmapTexture as only lighting
  75373. * no light calculation from this light
  75374. * only adds dynamic shadows from this light
  75375. */
  75376. static readonly LIGHTMAP_SHADOWSONLY: number;
  75377. /**
  75378. * Each light type uses the default quantity according to its type:
  75379. * point/spot lights use luminous intensity
  75380. * directional lights use illuminance
  75381. */
  75382. static readonly INTENSITYMODE_AUTOMATIC: number;
  75383. /**
  75384. * lumen (lm)
  75385. */
  75386. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75387. /**
  75388. * candela (lm/sr)
  75389. */
  75390. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75391. /**
  75392. * lux (lm/m^2)
  75393. */
  75394. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75395. /**
  75396. * nit (cd/m^2)
  75397. */
  75398. static readonly INTENSITYMODE_LUMINANCE: number;
  75399. /**
  75400. * Light type const id of the point light.
  75401. */
  75402. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75403. /**
  75404. * Light type const id of the directional light.
  75405. */
  75406. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75407. /**
  75408. * Light type const id of the spot light.
  75409. */
  75410. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75411. /**
  75412. * Light type const id of the hemispheric light.
  75413. */
  75414. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75415. /**
  75416. * Diffuse gives the basic color to an object.
  75417. */
  75418. diffuse: Color3;
  75419. /**
  75420. * Specular produces a highlight color on an object.
  75421. * Note: This is note affecting PBR materials.
  75422. */
  75423. specular: Color3;
  75424. /**
  75425. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75426. * falling off base on range or angle.
  75427. * This can be set to any values in Light.FALLOFF_x.
  75428. *
  75429. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75430. * other types of materials.
  75431. */
  75432. falloffType: number;
  75433. /**
  75434. * Strength of the light.
  75435. * Note: By default it is define in the framework own unit.
  75436. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75437. */
  75438. intensity: number;
  75439. private _range;
  75440. protected _inverseSquaredRange: number;
  75441. /**
  75442. * Defines how far from the source the light is impacting in scene units.
  75443. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75444. */
  75445. /**
  75446. * Defines how far from the source the light is impacting in scene units.
  75447. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75448. */
  75449. range: number;
  75450. /**
  75451. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75452. * of light.
  75453. */
  75454. private _photometricScale;
  75455. private _intensityMode;
  75456. /**
  75457. * Gets the photometric scale used to interpret the intensity.
  75458. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75459. */
  75460. /**
  75461. * Sets the photometric scale used to interpret the intensity.
  75462. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75463. */
  75464. intensityMode: number;
  75465. private _radius;
  75466. /**
  75467. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75468. */
  75469. /**
  75470. * sets the light radius used by PBR Materials to simulate soft area lights.
  75471. */
  75472. radius: number;
  75473. private _renderPriority;
  75474. /**
  75475. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75476. * exceeding the number allowed of the materials.
  75477. */
  75478. renderPriority: number;
  75479. private _shadowEnabled;
  75480. /**
  75481. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75482. * the current shadow generator.
  75483. */
  75484. /**
  75485. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75486. * the current shadow generator.
  75487. */
  75488. shadowEnabled: boolean;
  75489. private _includedOnlyMeshes;
  75490. /**
  75491. * Gets the only meshes impacted by this light.
  75492. */
  75493. /**
  75494. * Sets the only meshes impacted by this light.
  75495. */
  75496. includedOnlyMeshes: AbstractMesh[];
  75497. private _excludedMeshes;
  75498. /**
  75499. * Gets the meshes not impacted by this light.
  75500. */
  75501. /**
  75502. * Sets the meshes not impacted by this light.
  75503. */
  75504. excludedMeshes: AbstractMesh[];
  75505. private _excludeWithLayerMask;
  75506. /**
  75507. * Gets the layer id use to find what meshes are not impacted by the light.
  75508. * Inactive if 0
  75509. */
  75510. /**
  75511. * Sets the layer id use to find what meshes are not impacted by the light.
  75512. * Inactive if 0
  75513. */
  75514. excludeWithLayerMask: number;
  75515. private _includeOnlyWithLayerMask;
  75516. /**
  75517. * Gets the layer id use to find what meshes are impacted by the light.
  75518. * Inactive if 0
  75519. */
  75520. /**
  75521. * Sets the layer id use to find what meshes are impacted by the light.
  75522. * Inactive if 0
  75523. */
  75524. includeOnlyWithLayerMask: number;
  75525. private _lightmapMode;
  75526. /**
  75527. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75528. */
  75529. /**
  75530. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75531. */
  75532. lightmapMode: number;
  75533. /**
  75534. * Shadow generator associted to the light.
  75535. * @hidden Internal use only.
  75536. */
  75537. _shadowGenerator: Nullable<IShadowGenerator>;
  75538. /**
  75539. * @hidden Internal use only.
  75540. */
  75541. _excludedMeshesIds: string[];
  75542. /**
  75543. * @hidden Internal use only.
  75544. */
  75545. _includedOnlyMeshesIds: string[];
  75546. /**
  75547. * The current light unifom buffer.
  75548. * @hidden Internal use only.
  75549. */
  75550. _uniformBuffer: UniformBuffer;
  75551. /**
  75552. * Creates a Light object in the scene.
  75553. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75554. * @param name The firendly name of the light
  75555. * @param scene The scene the light belongs too
  75556. */
  75557. constructor(name: string, scene: Scene);
  75558. protected abstract _buildUniformLayout(): void;
  75559. /**
  75560. * Sets the passed Effect "effect" with the Light information.
  75561. * @param effect The effect to update
  75562. * @param lightIndex The index of the light in the effect to update
  75563. * @returns The light
  75564. */
  75565. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75566. /**
  75567. * Sets the passed Effect "effect" with the Light information.
  75568. * @param effect The effect to update
  75569. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75570. * @returns The light
  75571. */
  75572. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75573. /**
  75574. * Returns the string "Light".
  75575. * @returns the class name
  75576. */
  75577. getClassName(): string;
  75578. /** @hidden */
  75579. readonly _isLight: boolean;
  75580. /**
  75581. * Converts the light information to a readable string for debug purpose.
  75582. * @param fullDetails Supports for multiple levels of logging within scene loading
  75583. * @returns the human readable light info
  75584. */
  75585. toString(fullDetails?: boolean): string;
  75586. /** @hidden */
  75587. protected _syncParentEnabledState(): void;
  75588. /**
  75589. * Set the enabled state of this node.
  75590. * @param value - the new enabled state
  75591. */
  75592. setEnabled(value: boolean): void;
  75593. /**
  75594. * Returns the Light associated shadow generator if any.
  75595. * @return the associated shadow generator.
  75596. */
  75597. getShadowGenerator(): Nullable<IShadowGenerator>;
  75598. /**
  75599. * Returns a Vector3, the absolute light position in the World.
  75600. * @returns the world space position of the light
  75601. */
  75602. getAbsolutePosition(): Vector3;
  75603. /**
  75604. * Specifies if the light will affect the passed mesh.
  75605. * @param mesh The mesh to test against the light
  75606. * @return true the mesh is affected otherwise, false.
  75607. */
  75608. canAffectMesh(mesh: AbstractMesh): boolean;
  75609. /**
  75610. * Sort function to order lights for rendering.
  75611. * @param a First Light object to compare to second.
  75612. * @param b Second Light object to compare first.
  75613. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75614. */
  75615. static CompareLightsPriority(a: Light, b: Light): number;
  75616. /**
  75617. * Releases resources associated with this node.
  75618. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75619. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75620. */
  75621. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75622. /**
  75623. * Returns the light type ID (integer).
  75624. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75625. */
  75626. getTypeID(): number;
  75627. /**
  75628. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75629. * @returns the scaled intensity in intensity mode unit
  75630. */
  75631. getScaledIntensity(): number;
  75632. /**
  75633. * Returns a new Light object, named "name", from the current one.
  75634. * @param name The name of the cloned light
  75635. * @returns the new created light
  75636. */
  75637. clone(name: string): Nullable<Light>;
  75638. /**
  75639. * Serializes the current light into a Serialization object.
  75640. * @returns the serialized object.
  75641. */
  75642. serialize(): any;
  75643. /**
  75644. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75645. * This new light is named "name" and added to the passed scene.
  75646. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75647. * @param name The friendly name of the light
  75648. * @param scene The scene the new light will belong to
  75649. * @returns the constructor function
  75650. */
  75651. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75652. /**
  75653. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75654. * @param parsedLight The JSON representation of the light
  75655. * @param scene The scene to create the parsed light in
  75656. * @returns the created light after parsing
  75657. */
  75658. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75659. private _hookArrayForExcluded;
  75660. private _hookArrayForIncludedOnly;
  75661. private _resyncMeshes;
  75662. /**
  75663. * Forces the meshes to update their light related information in their rendering used effects
  75664. * @hidden Internal Use Only
  75665. */
  75666. _markMeshesAsLightDirty(): void;
  75667. /**
  75668. * Recomputes the cached photometric scale if needed.
  75669. */
  75670. private _computePhotometricScale;
  75671. /**
  75672. * Returns the Photometric Scale according to the light type and intensity mode.
  75673. */
  75674. private _getPhotometricScale;
  75675. /**
  75676. * Reorder the light in the scene according to their defined priority.
  75677. * @hidden Internal Use Only
  75678. */
  75679. _reorderLightsInScene(): void;
  75680. /**
  75681. * Prepares the list of defines specific to the light type.
  75682. * @param defines the list of defines
  75683. * @param lightIndex defines the index of the light for the effect
  75684. */
  75685. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75686. }
  75687. }
  75688. declare module BABYLON {
  75689. /**
  75690. * Interface used to define Action
  75691. */
  75692. export interface IAction {
  75693. /**
  75694. * Trigger for the action
  75695. */
  75696. trigger: number;
  75697. /** Options of the trigger */
  75698. triggerOptions: any;
  75699. /**
  75700. * Gets the trigger parameters
  75701. * @returns the trigger parameters
  75702. */
  75703. getTriggerParameter(): any;
  75704. /**
  75705. * Internal only - executes current action event
  75706. * @hidden
  75707. */
  75708. _executeCurrent(evt?: ActionEvent): void;
  75709. /**
  75710. * Serialize placeholder for child classes
  75711. * @param parent of child
  75712. * @returns the serialized object
  75713. */
  75714. serialize(parent: any): any;
  75715. /**
  75716. * Internal only
  75717. * @hidden
  75718. */
  75719. _prepare(): void;
  75720. /**
  75721. * Internal only - manager for action
  75722. * @hidden
  75723. */
  75724. _actionManager: AbstractActionManager;
  75725. /**
  75726. * Adds action to chain of actions, may be a DoNothingAction
  75727. * @param action defines the next action to execute
  75728. * @returns The action passed in
  75729. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75730. */
  75731. then(action: IAction): IAction;
  75732. }
  75733. /**
  75734. * The action to be carried out following a trigger
  75735. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75736. */
  75737. export class Action implements IAction {
  75738. /** the trigger, with or without parameters, for the action */
  75739. triggerOptions: any;
  75740. /**
  75741. * Trigger for the action
  75742. */
  75743. trigger: number;
  75744. /**
  75745. * Internal only - manager for action
  75746. * @hidden
  75747. */
  75748. _actionManager: ActionManager;
  75749. private _nextActiveAction;
  75750. private _child;
  75751. private _condition?;
  75752. private _triggerParameter;
  75753. /**
  75754. * An event triggered prior to action being executed.
  75755. */
  75756. onBeforeExecuteObservable: Observable<Action>;
  75757. /**
  75758. * Creates a new Action
  75759. * @param triggerOptions the trigger, with or without parameters, for the action
  75760. * @param condition an optional determinant of action
  75761. */
  75762. constructor(
  75763. /** the trigger, with or without parameters, for the action */
  75764. triggerOptions: any, condition?: Condition);
  75765. /**
  75766. * Internal only
  75767. * @hidden
  75768. */
  75769. _prepare(): void;
  75770. /**
  75771. * Gets the trigger parameters
  75772. * @returns the trigger parameters
  75773. */
  75774. getTriggerParameter(): any;
  75775. /**
  75776. * Internal only - executes current action event
  75777. * @hidden
  75778. */
  75779. _executeCurrent(evt?: ActionEvent): void;
  75780. /**
  75781. * Execute placeholder for child classes
  75782. * @param evt optional action event
  75783. */
  75784. execute(evt?: ActionEvent): void;
  75785. /**
  75786. * Skips to next active action
  75787. */
  75788. skipToNextActiveAction(): void;
  75789. /**
  75790. * Adds action to chain of actions, may be a DoNothingAction
  75791. * @param action defines the next action to execute
  75792. * @returns The action passed in
  75793. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75794. */
  75795. then(action: Action): Action;
  75796. /**
  75797. * Internal only
  75798. * @hidden
  75799. */
  75800. _getProperty(propertyPath: string): string;
  75801. /**
  75802. * Internal only
  75803. * @hidden
  75804. */
  75805. _getEffectiveTarget(target: any, propertyPath: string): any;
  75806. /**
  75807. * Serialize placeholder for child classes
  75808. * @param parent of child
  75809. * @returns the serialized object
  75810. */
  75811. serialize(parent: any): any;
  75812. /**
  75813. * Internal only called by serialize
  75814. * @hidden
  75815. */
  75816. protected _serialize(serializedAction: any, parent?: any): any;
  75817. /**
  75818. * Internal only
  75819. * @hidden
  75820. */
  75821. static _SerializeValueAsString: (value: any) => string;
  75822. /**
  75823. * Internal only
  75824. * @hidden
  75825. */
  75826. static _GetTargetProperty: (target: Node | Scene) => {
  75827. name: string;
  75828. targetType: string;
  75829. value: string;
  75830. };
  75831. }
  75832. }
  75833. declare module BABYLON {
  75834. /**
  75835. * A Condition applied to an Action
  75836. */
  75837. export class Condition {
  75838. /**
  75839. * Internal only - manager for action
  75840. * @hidden
  75841. */
  75842. _actionManager: ActionManager;
  75843. /**
  75844. * Internal only
  75845. * @hidden
  75846. */
  75847. _evaluationId: number;
  75848. /**
  75849. * Internal only
  75850. * @hidden
  75851. */
  75852. _currentResult: boolean;
  75853. /**
  75854. * Creates a new Condition
  75855. * @param actionManager the manager of the action the condition is applied to
  75856. */
  75857. constructor(actionManager: ActionManager);
  75858. /**
  75859. * Check if the current condition is valid
  75860. * @returns a boolean
  75861. */
  75862. isValid(): boolean;
  75863. /**
  75864. * Internal only
  75865. * @hidden
  75866. */
  75867. _getProperty(propertyPath: string): string;
  75868. /**
  75869. * Internal only
  75870. * @hidden
  75871. */
  75872. _getEffectiveTarget(target: any, propertyPath: string): any;
  75873. /**
  75874. * Serialize placeholder for child classes
  75875. * @returns the serialized object
  75876. */
  75877. serialize(): any;
  75878. /**
  75879. * Internal only
  75880. * @hidden
  75881. */
  75882. protected _serialize(serializedCondition: any): any;
  75883. }
  75884. /**
  75885. * Defines specific conditional operators as extensions of Condition
  75886. */
  75887. export class ValueCondition extends Condition {
  75888. /** path to specify the property of the target the conditional operator uses */
  75889. propertyPath: string;
  75890. /** the value compared by the conditional operator against the current value of the property */
  75891. value: any;
  75892. /** the conditional operator, default ValueCondition.IsEqual */
  75893. operator: number;
  75894. /**
  75895. * Internal only
  75896. * @hidden
  75897. */
  75898. private static _IsEqual;
  75899. /**
  75900. * Internal only
  75901. * @hidden
  75902. */
  75903. private static _IsDifferent;
  75904. /**
  75905. * Internal only
  75906. * @hidden
  75907. */
  75908. private static _IsGreater;
  75909. /**
  75910. * Internal only
  75911. * @hidden
  75912. */
  75913. private static _IsLesser;
  75914. /**
  75915. * returns the number for IsEqual
  75916. */
  75917. static readonly IsEqual: number;
  75918. /**
  75919. * Returns the number for IsDifferent
  75920. */
  75921. static readonly IsDifferent: number;
  75922. /**
  75923. * Returns the number for IsGreater
  75924. */
  75925. static readonly IsGreater: number;
  75926. /**
  75927. * Returns the number for IsLesser
  75928. */
  75929. static readonly IsLesser: number;
  75930. /**
  75931. * Internal only The action manager for the condition
  75932. * @hidden
  75933. */
  75934. _actionManager: ActionManager;
  75935. /**
  75936. * Internal only
  75937. * @hidden
  75938. */
  75939. private _target;
  75940. /**
  75941. * Internal only
  75942. * @hidden
  75943. */
  75944. private _effectiveTarget;
  75945. /**
  75946. * Internal only
  75947. * @hidden
  75948. */
  75949. private _property;
  75950. /**
  75951. * Creates a new ValueCondition
  75952. * @param actionManager manager for the action the condition applies to
  75953. * @param target for the action
  75954. * @param propertyPath path to specify the property of the target the conditional operator uses
  75955. * @param value the value compared by the conditional operator against the current value of the property
  75956. * @param operator the conditional operator, default ValueCondition.IsEqual
  75957. */
  75958. constructor(actionManager: ActionManager, target: any,
  75959. /** path to specify the property of the target the conditional operator uses */
  75960. propertyPath: string,
  75961. /** the value compared by the conditional operator against the current value of the property */
  75962. value: any,
  75963. /** the conditional operator, default ValueCondition.IsEqual */
  75964. operator?: number);
  75965. /**
  75966. * Compares the given value with the property value for the specified conditional operator
  75967. * @returns the result of the comparison
  75968. */
  75969. isValid(): boolean;
  75970. /**
  75971. * Serialize the ValueCondition into a JSON compatible object
  75972. * @returns serialization object
  75973. */
  75974. serialize(): any;
  75975. /**
  75976. * Gets the name of the conditional operator for the ValueCondition
  75977. * @param operator the conditional operator
  75978. * @returns the name
  75979. */
  75980. static GetOperatorName(operator: number): string;
  75981. }
  75982. /**
  75983. * Defines a predicate condition as an extension of Condition
  75984. */
  75985. export class PredicateCondition extends Condition {
  75986. /** defines the predicate function used to validate the condition */
  75987. predicate: () => boolean;
  75988. /**
  75989. * Internal only - manager for action
  75990. * @hidden
  75991. */
  75992. _actionManager: ActionManager;
  75993. /**
  75994. * Creates a new PredicateCondition
  75995. * @param actionManager manager for the action the condition applies to
  75996. * @param predicate defines the predicate function used to validate the condition
  75997. */
  75998. constructor(actionManager: ActionManager,
  75999. /** defines the predicate function used to validate the condition */
  76000. predicate: () => boolean);
  76001. /**
  76002. * @returns the validity of the predicate condition
  76003. */
  76004. isValid(): boolean;
  76005. }
  76006. /**
  76007. * Defines a state condition as an extension of Condition
  76008. */
  76009. export class StateCondition extends Condition {
  76010. /** Value to compare with target state */
  76011. value: string;
  76012. /**
  76013. * Internal only - manager for action
  76014. * @hidden
  76015. */
  76016. _actionManager: ActionManager;
  76017. /**
  76018. * Internal only
  76019. * @hidden
  76020. */
  76021. private _target;
  76022. /**
  76023. * Creates a new StateCondition
  76024. * @param actionManager manager for the action the condition applies to
  76025. * @param target of the condition
  76026. * @param value to compare with target state
  76027. */
  76028. constructor(actionManager: ActionManager, target: any,
  76029. /** Value to compare with target state */
  76030. value: string);
  76031. /**
  76032. * Gets a boolean indicating if the current condition is met
  76033. * @returns the validity of the state
  76034. */
  76035. isValid(): boolean;
  76036. /**
  76037. * Serialize the StateCondition into a JSON compatible object
  76038. * @returns serialization object
  76039. */
  76040. serialize(): any;
  76041. }
  76042. }
  76043. declare module BABYLON {
  76044. /**
  76045. * This defines an action responsible to toggle a boolean once triggered.
  76046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76047. */
  76048. export class SwitchBooleanAction extends Action {
  76049. /**
  76050. * The path to the boolean property in the target object
  76051. */
  76052. propertyPath: string;
  76053. private _target;
  76054. private _effectiveTarget;
  76055. private _property;
  76056. /**
  76057. * Instantiate the action
  76058. * @param triggerOptions defines the trigger options
  76059. * @param target defines the object containing the boolean
  76060. * @param propertyPath defines the path to the boolean property in the target object
  76061. * @param condition defines the trigger related conditions
  76062. */
  76063. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  76064. /** @hidden */
  76065. _prepare(): void;
  76066. /**
  76067. * Execute the action toggle the boolean value.
  76068. */
  76069. execute(): void;
  76070. /**
  76071. * Serializes the actions and its related information.
  76072. * @param parent defines the object to serialize in
  76073. * @returns the serialized object
  76074. */
  76075. serialize(parent: any): any;
  76076. }
  76077. /**
  76078. * This defines an action responsible to set a the state field of the target
  76079. * to a desired value once triggered.
  76080. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76081. */
  76082. export class SetStateAction extends Action {
  76083. /**
  76084. * The value to store in the state field.
  76085. */
  76086. value: string;
  76087. private _target;
  76088. /**
  76089. * Instantiate the action
  76090. * @param triggerOptions defines the trigger options
  76091. * @param target defines the object containing the state property
  76092. * @param value defines the value to store in the state field
  76093. * @param condition defines the trigger related conditions
  76094. */
  76095. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  76096. /**
  76097. * Execute the action and store the value on the target state property.
  76098. */
  76099. execute(): void;
  76100. /**
  76101. * Serializes the actions and its related information.
  76102. * @param parent defines the object to serialize in
  76103. * @returns the serialized object
  76104. */
  76105. serialize(parent: any): any;
  76106. }
  76107. /**
  76108. * This defines an action responsible to set a property of the target
  76109. * to a desired value once triggered.
  76110. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76111. */
  76112. export class SetValueAction extends Action {
  76113. /**
  76114. * The path of the property to set in the target.
  76115. */
  76116. propertyPath: string;
  76117. /**
  76118. * The value to set in the property
  76119. */
  76120. value: any;
  76121. private _target;
  76122. private _effectiveTarget;
  76123. private _property;
  76124. /**
  76125. * Instantiate the action
  76126. * @param triggerOptions defines the trigger options
  76127. * @param target defines the object containing the property
  76128. * @param propertyPath defines the path of the property to set in the target
  76129. * @param value defines the value to set in the property
  76130. * @param condition defines the trigger related conditions
  76131. */
  76132. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76133. /** @hidden */
  76134. _prepare(): void;
  76135. /**
  76136. * Execute the action and set the targetted property to the desired value.
  76137. */
  76138. execute(): void;
  76139. /**
  76140. * Serializes the actions and its related information.
  76141. * @param parent defines the object to serialize in
  76142. * @returns the serialized object
  76143. */
  76144. serialize(parent: any): any;
  76145. }
  76146. /**
  76147. * This defines an action responsible to increment the target value
  76148. * to a desired value once triggered.
  76149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76150. */
  76151. export class IncrementValueAction extends Action {
  76152. /**
  76153. * The path of the property to increment in the target.
  76154. */
  76155. propertyPath: string;
  76156. /**
  76157. * The value we should increment the property by.
  76158. */
  76159. value: any;
  76160. private _target;
  76161. private _effectiveTarget;
  76162. private _property;
  76163. /**
  76164. * Instantiate the action
  76165. * @param triggerOptions defines the trigger options
  76166. * @param target defines the object containing the property
  76167. * @param propertyPath defines the path of the property to increment in the target
  76168. * @param value defines the value value we should increment the property by
  76169. * @param condition defines the trigger related conditions
  76170. */
  76171. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76172. /** @hidden */
  76173. _prepare(): void;
  76174. /**
  76175. * Execute the action and increment the target of the value amount.
  76176. */
  76177. execute(): void;
  76178. /**
  76179. * Serializes the actions and its related information.
  76180. * @param parent defines the object to serialize in
  76181. * @returns the serialized object
  76182. */
  76183. serialize(parent: any): any;
  76184. }
  76185. /**
  76186. * This defines an action responsible to start an animation once triggered.
  76187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76188. */
  76189. export class PlayAnimationAction extends Action {
  76190. /**
  76191. * Where the animation should start (animation frame)
  76192. */
  76193. from: number;
  76194. /**
  76195. * Where the animation should stop (animation frame)
  76196. */
  76197. to: number;
  76198. /**
  76199. * Define if the animation should loop or stop after the first play.
  76200. */
  76201. loop?: boolean;
  76202. private _target;
  76203. /**
  76204. * Instantiate the action
  76205. * @param triggerOptions defines the trigger options
  76206. * @param target defines the target animation or animation name
  76207. * @param from defines from where the animation should start (animation frame)
  76208. * @param end defines where the animation should stop (animation frame)
  76209. * @param loop defines if the animation should loop or stop after the first play
  76210. * @param condition defines the trigger related conditions
  76211. */
  76212. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76213. /** @hidden */
  76214. _prepare(): void;
  76215. /**
  76216. * Execute the action and play the animation.
  76217. */
  76218. execute(): void;
  76219. /**
  76220. * Serializes the actions and its related information.
  76221. * @param parent defines the object to serialize in
  76222. * @returns the serialized object
  76223. */
  76224. serialize(parent: any): any;
  76225. }
  76226. /**
  76227. * This defines an action responsible to stop an animation once triggered.
  76228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76229. */
  76230. export class StopAnimationAction extends Action {
  76231. private _target;
  76232. /**
  76233. * Instantiate the action
  76234. * @param triggerOptions defines the trigger options
  76235. * @param target defines the target animation or animation name
  76236. * @param condition defines the trigger related conditions
  76237. */
  76238. constructor(triggerOptions: any, target: any, condition?: Condition);
  76239. /** @hidden */
  76240. _prepare(): void;
  76241. /**
  76242. * Execute the action and stop the animation.
  76243. */
  76244. execute(): void;
  76245. /**
  76246. * Serializes the actions and its related information.
  76247. * @param parent defines the object to serialize in
  76248. * @returns the serialized object
  76249. */
  76250. serialize(parent: any): any;
  76251. }
  76252. /**
  76253. * This defines an action responsible that does nothing once triggered.
  76254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76255. */
  76256. export class DoNothingAction extends Action {
  76257. /**
  76258. * Instantiate the action
  76259. * @param triggerOptions defines the trigger options
  76260. * @param condition defines the trigger related conditions
  76261. */
  76262. constructor(triggerOptions?: any, condition?: Condition);
  76263. /**
  76264. * Execute the action and do nothing.
  76265. */
  76266. execute(): void;
  76267. /**
  76268. * Serializes the actions and its related information.
  76269. * @param parent defines the object to serialize in
  76270. * @returns the serialized object
  76271. */
  76272. serialize(parent: any): any;
  76273. }
  76274. /**
  76275. * This defines an action responsible to trigger several actions once triggered.
  76276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76277. */
  76278. export class CombineAction extends Action {
  76279. /**
  76280. * The list of aggregated animations to run.
  76281. */
  76282. children: Action[];
  76283. /**
  76284. * Instantiate the action
  76285. * @param triggerOptions defines the trigger options
  76286. * @param children defines the list of aggregated animations to run
  76287. * @param condition defines the trigger related conditions
  76288. */
  76289. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76290. /** @hidden */
  76291. _prepare(): void;
  76292. /**
  76293. * Execute the action and executes all the aggregated actions.
  76294. */
  76295. execute(evt: ActionEvent): void;
  76296. /**
  76297. * Serializes the actions and its related information.
  76298. * @param parent defines the object to serialize in
  76299. * @returns the serialized object
  76300. */
  76301. serialize(parent: any): any;
  76302. }
  76303. /**
  76304. * This defines an action responsible to run code (external event) once triggered.
  76305. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76306. */
  76307. export class ExecuteCodeAction extends Action {
  76308. /**
  76309. * The callback function to run.
  76310. */
  76311. func: (evt: ActionEvent) => void;
  76312. /**
  76313. * Instantiate the action
  76314. * @param triggerOptions defines the trigger options
  76315. * @param func defines the callback function to run
  76316. * @param condition defines the trigger related conditions
  76317. */
  76318. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76319. /**
  76320. * Execute the action and run the attached code.
  76321. */
  76322. execute(evt: ActionEvent): void;
  76323. }
  76324. /**
  76325. * This defines an action responsible to set the parent property of the target once triggered.
  76326. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76327. */
  76328. export class SetParentAction extends Action {
  76329. private _parent;
  76330. private _target;
  76331. /**
  76332. * Instantiate the action
  76333. * @param triggerOptions defines the trigger options
  76334. * @param target defines the target containing the parent property
  76335. * @param parent defines from where the animation should start (animation frame)
  76336. * @param condition defines the trigger related conditions
  76337. */
  76338. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76339. /** @hidden */
  76340. _prepare(): void;
  76341. /**
  76342. * Execute the action and set the parent property.
  76343. */
  76344. execute(): void;
  76345. /**
  76346. * Serializes the actions and its related information.
  76347. * @param parent defines the object to serialize in
  76348. * @returns the serialized object
  76349. */
  76350. serialize(parent: any): any;
  76351. }
  76352. }
  76353. declare module BABYLON {
  76354. /**
  76355. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76356. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76357. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76358. */
  76359. export class ActionManager extends AbstractActionManager {
  76360. /**
  76361. * Nothing
  76362. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76363. */
  76364. static readonly NothingTrigger: number;
  76365. /**
  76366. * On pick
  76367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76368. */
  76369. static readonly OnPickTrigger: number;
  76370. /**
  76371. * On left pick
  76372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76373. */
  76374. static readonly OnLeftPickTrigger: number;
  76375. /**
  76376. * On right pick
  76377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76378. */
  76379. static readonly OnRightPickTrigger: number;
  76380. /**
  76381. * On center pick
  76382. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76383. */
  76384. static readonly OnCenterPickTrigger: number;
  76385. /**
  76386. * On pick down
  76387. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76388. */
  76389. static readonly OnPickDownTrigger: number;
  76390. /**
  76391. * On double pick
  76392. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76393. */
  76394. static readonly OnDoublePickTrigger: number;
  76395. /**
  76396. * On pick up
  76397. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76398. */
  76399. static readonly OnPickUpTrigger: number;
  76400. /**
  76401. * On pick out.
  76402. * This trigger will only be raised if you also declared a OnPickDown
  76403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76404. */
  76405. static readonly OnPickOutTrigger: number;
  76406. /**
  76407. * On long press
  76408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76409. */
  76410. static readonly OnLongPressTrigger: number;
  76411. /**
  76412. * On pointer over
  76413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76414. */
  76415. static readonly OnPointerOverTrigger: number;
  76416. /**
  76417. * On pointer out
  76418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76419. */
  76420. static readonly OnPointerOutTrigger: number;
  76421. /**
  76422. * On every frame
  76423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76424. */
  76425. static readonly OnEveryFrameTrigger: number;
  76426. /**
  76427. * On intersection enter
  76428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76429. */
  76430. static readonly OnIntersectionEnterTrigger: number;
  76431. /**
  76432. * On intersection exit
  76433. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76434. */
  76435. static readonly OnIntersectionExitTrigger: number;
  76436. /**
  76437. * On key down
  76438. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76439. */
  76440. static readonly OnKeyDownTrigger: number;
  76441. /**
  76442. * On key up
  76443. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76444. */
  76445. static readonly OnKeyUpTrigger: number;
  76446. private _scene;
  76447. /**
  76448. * Creates a new action manager
  76449. * @param scene defines the hosting scene
  76450. */
  76451. constructor(scene: Scene);
  76452. /**
  76453. * Releases all associated resources
  76454. */
  76455. dispose(): void;
  76456. /**
  76457. * Gets hosting scene
  76458. * @returns the hosting scene
  76459. */
  76460. getScene(): Scene;
  76461. /**
  76462. * Does this action manager handles actions of any of the given triggers
  76463. * @param triggers defines the triggers to be tested
  76464. * @return a boolean indicating whether one (or more) of the triggers is handled
  76465. */
  76466. hasSpecificTriggers(triggers: number[]): boolean;
  76467. /**
  76468. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76469. * speed.
  76470. * @param triggerA defines the trigger to be tested
  76471. * @param triggerB defines the trigger to be tested
  76472. * @return a boolean indicating whether one (or more) of the triggers is handled
  76473. */
  76474. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76475. /**
  76476. * Does this action manager handles actions of a given trigger
  76477. * @param trigger defines the trigger to be tested
  76478. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76479. * @return whether the trigger is handled
  76480. */
  76481. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76482. /**
  76483. * Does this action manager has pointer triggers
  76484. */
  76485. readonly hasPointerTriggers: boolean;
  76486. /**
  76487. * Does this action manager has pick triggers
  76488. */
  76489. readonly hasPickTriggers: boolean;
  76490. /**
  76491. * Registers an action to this action manager
  76492. * @param action defines the action to be registered
  76493. * @return the action amended (prepared) after registration
  76494. */
  76495. registerAction(action: IAction): Nullable<IAction>;
  76496. /**
  76497. * Unregisters an action to this action manager
  76498. * @param action defines the action to be unregistered
  76499. * @return a boolean indicating whether the action has been unregistered
  76500. */
  76501. unregisterAction(action: IAction): Boolean;
  76502. /**
  76503. * Process a specific trigger
  76504. * @param trigger defines the trigger to process
  76505. * @param evt defines the event details to be processed
  76506. */
  76507. processTrigger(trigger: number, evt?: IActionEvent): void;
  76508. /** @hidden */
  76509. _getEffectiveTarget(target: any, propertyPath: string): any;
  76510. /** @hidden */
  76511. _getProperty(propertyPath: string): string;
  76512. /**
  76513. * Serialize this manager to a JSON object
  76514. * @param name defines the property name to store this manager
  76515. * @returns a JSON representation of this manager
  76516. */
  76517. serialize(name: string): any;
  76518. /**
  76519. * Creates a new ActionManager from a JSON data
  76520. * @param parsedActions defines the JSON data to read from
  76521. * @param object defines the hosting mesh
  76522. * @param scene defines the hosting scene
  76523. */
  76524. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76525. /**
  76526. * Get a trigger name by index
  76527. * @param trigger defines the trigger index
  76528. * @returns a trigger name
  76529. */
  76530. static GetTriggerName(trigger: number): string;
  76531. }
  76532. }
  76533. declare module BABYLON {
  76534. /**
  76535. * Class representing a ray with position and direction
  76536. */
  76537. export class Ray {
  76538. /** origin point */
  76539. origin: Vector3;
  76540. /** direction */
  76541. direction: Vector3;
  76542. /** length of the ray */
  76543. length: number;
  76544. private static readonly TmpVector3;
  76545. private _tmpRay;
  76546. /**
  76547. * Creates a new ray
  76548. * @param origin origin point
  76549. * @param direction direction
  76550. * @param length length of the ray
  76551. */
  76552. constructor(
  76553. /** origin point */
  76554. origin: Vector3,
  76555. /** direction */
  76556. direction: Vector3,
  76557. /** length of the ray */
  76558. length?: number);
  76559. /**
  76560. * Checks if the ray intersects a box
  76561. * @param minimum bound of the box
  76562. * @param maximum bound of the box
  76563. * @param intersectionTreshold extra extend to be added to the box in all direction
  76564. * @returns if the box was hit
  76565. */
  76566. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76567. /**
  76568. * Checks if the ray intersects a box
  76569. * @param box the bounding box to check
  76570. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76571. * @returns if the box was hit
  76572. */
  76573. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76574. /**
  76575. * If the ray hits a sphere
  76576. * @param sphere the bounding sphere to check
  76577. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76578. * @returns true if it hits the sphere
  76579. */
  76580. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76581. /**
  76582. * If the ray hits a triange
  76583. * @param vertex0 triangle vertex
  76584. * @param vertex1 triangle vertex
  76585. * @param vertex2 triangle vertex
  76586. * @returns intersection information if hit
  76587. */
  76588. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76589. /**
  76590. * Checks if ray intersects a plane
  76591. * @param plane the plane to check
  76592. * @returns the distance away it was hit
  76593. */
  76594. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76595. /**
  76596. * Calculate the intercept of a ray on a given axis
  76597. * @param axis to check 'x' | 'y' | 'z'
  76598. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76599. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76600. */
  76601. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76602. /**
  76603. * Checks if ray intersects a mesh
  76604. * @param mesh the mesh to check
  76605. * @param fastCheck if only the bounding box should checked
  76606. * @returns picking info of the intersecton
  76607. */
  76608. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76609. /**
  76610. * Checks if ray intersects a mesh
  76611. * @param meshes the meshes to check
  76612. * @param fastCheck if only the bounding box should checked
  76613. * @param results array to store result in
  76614. * @returns Array of picking infos
  76615. */
  76616. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76617. private _comparePickingInfo;
  76618. private static smallnum;
  76619. private static rayl;
  76620. /**
  76621. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76622. * @param sega the first point of the segment to test the intersection against
  76623. * @param segb the second point of the segment to test the intersection against
  76624. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76625. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76626. */
  76627. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76628. /**
  76629. * Update the ray from viewport position
  76630. * @param x position
  76631. * @param y y position
  76632. * @param viewportWidth viewport width
  76633. * @param viewportHeight viewport height
  76634. * @param world world matrix
  76635. * @param view view matrix
  76636. * @param projection projection matrix
  76637. * @returns this ray updated
  76638. */
  76639. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76640. /**
  76641. * Creates a ray with origin and direction of 0,0,0
  76642. * @returns the new ray
  76643. */
  76644. static Zero(): Ray;
  76645. /**
  76646. * Creates a new ray from screen space and viewport
  76647. * @param x position
  76648. * @param y y position
  76649. * @param viewportWidth viewport width
  76650. * @param viewportHeight viewport height
  76651. * @param world world matrix
  76652. * @param view view matrix
  76653. * @param projection projection matrix
  76654. * @returns new ray
  76655. */
  76656. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76657. /**
  76658. * 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
  76659. * transformed to the given world matrix.
  76660. * @param origin The origin point
  76661. * @param end The end point
  76662. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76663. * @returns the new ray
  76664. */
  76665. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76666. /**
  76667. * Transforms a ray by a matrix
  76668. * @param ray ray to transform
  76669. * @param matrix matrix to apply
  76670. * @returns the resulting new ray
  76671. */
  76672. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76673. /**
  76674. * Transforms a ray by a matrix
  76675. * @param ray ray to transform
  76676. * @param matrix matrix to apply
  76677. * @param result ray to store result in
  76678. */
  76679. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76680. /**
  76681. * Unproject a ray from screen space to object space
  76682. * @param sourceX defines the screen space x coordinate to use
  76683. * @param sourceY defines the screen space y coordinate to use
  76684. * @param viewportWidth defines the current width of the viewport
  76685. * @param viewportHeight defines the current height of the viewport
  76686. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76687. * @param view defines the view matrix to use
  76688. * @param projection defines the projection matrix to use
  76689. */
  76690. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76691. }
  76692. /**
  76693. * Type used to define predicate used to select faces when a mesh intersection is detected
  76694. */
  76695. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76696. interface Scene {
  76697. /** @hidden */
  76698. _tempPickingRay: Nullable<Ray>;
  76699. /** @hidden */
  76700. _cachedRayForTransform: Ray;
  76701. /** @hidden */
  76702. _pickWithRayInverseMatrix: Matrix;
  76703. /** @hidden */
  76704. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76705. /** @hidden */
  76706. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76707. }
  76708. }
  76709. declare module BABYLON {
  76710. /**
  76711. * Groups all the scene component constants in one place to ease maintenance.
  76712. * @hidden
  76713. */
  76714. export class SceneComponentConstants {
  76715. static readonly NAME_EFFECTLAYER: string;
  76716. static readonly NAME_LAYER: string;
  76717. static readonly NAME_LENSFLARESYSTEM: string;
  76718. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76719. static readonly NAME_PARTICLESYSTEM: string;
  76720. static readonly NAME_GAMEPAD: string;
  76721. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76722. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76723. static readonly NAME_DEPTHRENDERER: string;
  76724. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76725. static readonly NAME_SPRITE: string;
  76726. static readonly NAME_OUTLINERENDERER: string;
  76727. static readonly NAME_PROCEDURALTEXTURE: string;
  76728. static readonly NAME_SHADOWGENERATOR: string;
  76729. static readonly NAME_OCTREE: string;
  76730. static readonly NAME_PHYSICSENGINE: string;
  76731. static readonly NAME_AUDIO: string;
  76732. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76733. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76734. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76735. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76736. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76737. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76738. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76739. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76740. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76741. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76742. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76743. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76744. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76745. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76746. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76747. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76748. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76749. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76750. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76751. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76752. static readonly STEP_AFTERRENDER_AUDIO: number;
  76753. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76754. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76755. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76756. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76757. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76758. static readonly STEP_POINTERMOVE_SPRITE: number;
  76759. static readonly STEP_POINTERDOWN_SPRITE: number;
  76760. static readonly STEP_POINTERUP_SPRITE: number;
  76761. }
  76762. /**
  76763. * This represents a scene component.
  76764. *
  76765. * This is used to decouple the dependency the scene is having on the different workloads like
  76766. * layers, post processes...
  76767. */
  76768. export interface ISceneComponent {
  76769. /**
  76770. * The name of the component. Each component must have a unique name.
  76771. */
  76772. name: string;
  76773. /**
  76774. * The scene the component belongs to.
  76775. */
  76776. scene: Scene;
  76777. /**
  76778. * Register the component to one instance of a scene.
  76779. */
  76780. register(): void;
  76781. /**
  76782. * Rebuilds the elements related to this component in case of
  76783. * context lost for instance.
  76784. */
  76785. rebuild(): void;
  76786. /**
  76787. * Disposes the component and the associated ressources.
  76788. */
  76789. dispose(): void;
  76790. }
  76791. /**
  76792. * This represents a SERIALIZABLE scene component.
  76793. *
  76794. * This extends Scene Component to add Serialization methods on top.
  76795. */
  76796. export interface ISceneSerializableComponent extends ISceneComponent {
  76797. /**
  76798. * Adds all the elements from the container to the scene
  76799. * @param container the container holding the elements
  76800. */
  76801. addFromContainer(container: AbstractScene): void;
  76802. /**
  76803. * Removes all the elements in the container from the scene
  76804. * @param container contains the elements to remove
  76805. * @param dispose if the removed element should be disposed (default: false)
  76806. */
  76807. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76808. /**
  76809. * Serializes the component data to the specified json object
  76810. * @param serializationObject The object to serialize to
  76811. */
  76812. serialize(serializationObject: any): void;
  76813. }
  76814. /**
  76815. * Strong typing of a Mesh related stage step action
  76816. */
  76817. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76818. /**
  76819. * Strong typing of a Evaluate Sub Mesh related stage step action
  76820. */
  76821. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76822. /**
  76823. * Strong typing of a Active Mesh related stage step action
  76824. */
  76825. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76826. /**
  76827. * Strong typing of a Camera related stage step action
  76828. */
  76829. export type CameraStageAction = (camera: Camera) => void;
  76830. /**
  76831. * Strong typing of a Camera Frame buffer related stage step action
  76832. */
  76833. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76834. /**
  76835. * Strong typing of a Render Target related stage step action
  76836. */
  76837. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76838. /**
  76839. * Strong typing of a RenderingGroup related stage step action
  76840. */
  76841. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76842. /**
  76843. * Strong typing of a Mesh Render related stage step action
  76844. */
  76845. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76846. /**
  76847. * Strong typing of a simple stage step action
  76848. */
  76849. export type SimpleStageAction = () => void;
  76850. /**
  76851. * Strong typing of a render target action.
  76852. */
  76853. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76854. /**
  76855. * Strong typing of a pointer move action.
  76856. */
  76857. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76858. /**
  76859. * Strong typing of a pointer up/down action.
  76860. */
  76861. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76862. /**
  76863. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76864. * @hidden
  76865. */
  76866. export class Stage<T extends Function> extends Array<{
  76867. index: number;
  76868. component: ISceneComponent;
  76869. action: T;
  76870. }> {
  76871. /**
  76872. * Hide ctor from the rest of the world.
  76873. * @param items The items to add.
  76874. */
  76875. private constructor();
  76876. /**
  76877. * Creates a new Stage.
  76878. * @returns A new instance of a Stage
  76879. */
  76880. static Create<T extends Function>(): Stage<T>;
  76881. /**
  76882. * Registers a step in an ordered way in the targeted stage.
  76883. * @param index Defines the position to register the step in
  76884. * @param component Defines the component attached to the step
  76885. * @param action Defines the action to launch during the step
  76886. */
  76887. registerStep(index: number, component: ISceneComponent, action: T): void;
  76888. /**
  76889. * Clears all the steps from the stage.
  76890. */
  76891. clear(): void;
  76892. }
  76893. }
  76894. declare module BABYLON {
  76895. interface Scene {
  76896. /** @hidden */
  76897. _pointerOverSprite: Nullable<Sprite>;
  76898. /** @hidden */
  76899. _pickedDownSprite: Nullable<Sprite>;
  76900. /** @hidden */
  76901. _tempSpritePickingRay: Nullable<Ray>;
  76902. /**
  76903. * All of the sprite managers added to this scene
  76904. * @see http://doc.babylonjs.com/babylon101/sprites
  76905. */
  76906. spriteManagers: Array<ISpriteManager>;
  76907. /**
  76908. * An event triggered when sprites rendering is about to start
  76909. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76910. */
  76911. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76912. /**
  76913. * An event triggered when sprites rendering is done
  76914. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76915. */
  76916. onAfterSpritesRenderingObservable: Observable<Scene>;
  76917. /** @hidden */
  76918. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76919. /** Launch a ray to try to pick a sprite in the scene
  76920. * @param x position on screen
  76921. * @param y position on screen
  76922. * @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
  76923. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76924. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76925. * @returns a PickingInfo
  76926. */
  76927. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76928. /** Use the given ray to pick a sprite in the scene
  76929. * @param ray The ray (in world space) to use to pick meshes
  76930. * @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
  76931. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76932. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76933. * @returns a PickingInfo
  76934. */
  76935. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76936. /** @hidden */
  76937. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76938. /** Launch a ray to try to pick sprites in the scene
  76939. * @param x position on screen
  76940. * @param y position on screen
  76941. * @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
  76942. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76943. * @returns a PickingInfo array
  76944. */
  76945. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76946. /** Use the given ray to pick sprites in the scene
  76947. * @param ray The ray (in world space) to use to pick meshes
  76948. * @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
  76949. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76950. * @returns a PickingInfo array
  76951. */
  76952. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76953. /**
  76954. * Force the sprite under the pointer
  76955. * @param sprite defines the sprite to use
  76956. */
  76957. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76958. /**
  76959. * Gets the sprite under the pointer
  76960. * @returns a Sprite or null if no sprite is under the pointer
  76961. */
  76962. getPointerOverSprite(): Nullable<Sprite>;
  76963. }
  76964. /**
  76965. * Defines the sprite scene component responsible to manage sprites
  76966. * in a given scene.
  76967. */
  76968. export class SpriteSceneComponent implements ISceneComponent {
  76969. /**
  76970. * The component name helpfull to identify the component in the list of scene components.
  76971. */
  76972. readonly name: string;
  76973. /**
  76974. * The scene the component belongs to.
  76975. */
  76976. scene: Scene;
  76977. /** @hidden */
  76978. private _spritePredicate;
  76979. /**
  76980. * Creates a new instance of the component for the given scene
  76981. * @param scene Defines the scene to register the component in
  76982. */
  76983. constructor(scene: Scene);
  76984. /**
  76985. * Registers the component in a given scene
  76986. */
  76987. register(): void;
  76988. /**
  76989. * Rebuilds the elements related to this component in case of
  76990. * context lost for instance.
  76991. */
  76992. rebuild(): void;
  76993. /**
  76994. * Disposes the component and the associated ressources.
  76995. */
  76996. dispose(): void;
  76997. private _pickSpriteButKeepRay;
  76998. private _pointerMove;
  76999. private _pointerDown;
  77000. private _pointerUp;
  77001. }
  77002. }
  77003. declare module BABYLON {
  77004. /** @hidden */
  77005. export var fogFragmentDeclaration: {
  77006. name: string;
  77007. shader: string;
  77008. };
  77009. }
  77010. declare module BABYLON {
  77011. /** @hidden */
  77012. export var fogFragment: {
  77013. name: string;
  77014. shader: string;
  77015. };
  77016. }
  77017. declare module BABYLON {
  77018. /** @hidden */
  77019. export var spritesPixelShader: {
  77020. name: string;
  77021. shader: string;
  77022. };
  77023. }
  77024. declare module BABYLON {
  77025. /** @hidden */
  77026. export var fogVertexDeclaration: {
  77027. name: string;
  77028. shader: string;
  77029. };
  77030. }
  77031. declare module BABYLON {
  77032. /** @hidden */
  77033. export var spritesVertexShader: {
  77034. name: string;
  77035. shader: string;
  77036. };
  77037. }
  77038. declare module BABYLON {
  77039. /**
  77040. * Defines the minimum interface to fullfil in order to be a sprite manager.
  77041. */
  77042. export interface ISpriteManager extends IDisposable {
  77043. /**
  77044. * Restricts the camera to viewing objects with the same layerMask.
  77045. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  77046. */
  77047. layerMask: number;
  77048. /**
  77049. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  77050. */
  77051. isPickable: boolean;
  77052. /**
  77053. * Specifies the rendering group id for this mesh (0 by default)
  77054. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  77055. */
  77056. renderingGroupId: number;
  77057. /**
  77058. * Defines the list of sprites managed by the manager.
  77059. */
  77060. sprites: Array<Sprite>;
  77061. /**
  77062. * Tests the intersection of a sprite with a specific ray.
  77063. * @param ray The ray we are sending to test the collision
  77064. * @param camera The camera space we are sending rays in
  77065. * @param predicate A predicate allowing excluding sprites from the list of object to test
  77066. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  77067. * @returns picking info or null.
  77068. */
  77069. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77070. /**
  77071. * Intersects the sprites with a ray
  77072. * @param ray defines the ray to intersect with
  77073. * @param camera defines the current active camera
  77074. * @param predicate defines a predicate used to select candidate sprites
  77075. * @returns null if no hit or a PickingInfo array
  77076. */
  77077. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77078. /**
  77079. * Renders the list of sprites on screen.
  77080. */
  77081. render(): void;
  77082. }
  77083. /**
  77084. * Class used to manage multiple sprites on the same spritesheet
  77085. * @see http://doc.babylonjs.com/babylon101/sprites
  77086. */
  77087. export class SpriteManager implements ISpriteManager {
  77088. /** defines the manager's name */
  77089. name: string;
  77090. /** Gets the list of sprites */
  77091. sprites: Sprite[];
  77092. /** Gets or sets the rendering group id (0 by default) */
  77093. renderingGroupId: number;
  77094. /** Gets or sets camera layer mask */
  77095. layerMask: number;
  77096. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  77097. fogEnabled: boolean;
  77098. /** Gets or sets a boolean indicating if the sprites are pickable */
  77099. isPickable: boolean;
  77100. /** Defines the default width of a cell in the spritesheet */
  77101. cellWidth: number;
  77102. /** Defines the default height of a cell in the spritesheet */
  77103. cellHeight: number;
  77104. /** Associative array from JSON sprite data file */
  77105. private _cellData;
  77106. /** Array of sprite names from JSON sprite data file */
  77107. private _spriteMap;
  77108. /** True when packed cell data from JSON file is ready*/
  77109. private _packedAndReady;
  77110. /**
  77111. * An event triggered when the manager is disposed.
  77112. */
  77113. onDisposeObservable: Observable<SpriteManager>;
  77114. private _onDisposeObserver;
  77115. /**
  77116. * Callback called when the manager is disposed
  77117. */
  77118. onDispose: () => void;
  77119. private _capacity;
  77120. private _fromPacked;
  77121. private _spriteTexture;
  77122. private _epsilon;
  77123. private _scene;
  77124. private _vertexData;
  77125. private _buffer;
  77126. private _vertexBuffers;
  77127. private _indexBuffer;
  77128. private _effectBase;
  77129. private _effectFog;
  77130. /**
  77131. * Gets or sets the spritesheet texture
  77132. */
  77133. texture: Texture;
  77134. /**
  77135. * Creates a new sprite manager
  77136. * @param name defines the manager's name
  77137. * @param imgUrl defines the sprite sheet url
  77138. * @param capacity defines the maximum allowed number of sprites
  77139. * @param cellSize defines the size of a sprite cell
  77140. * @param scene defines the hosting scene
  77141. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  77142. * @param samplingMode defines the smapling mode to use with spritesheet
  77143. * @param fromPacked set to false; do not alter
  77144. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  77145. */
  77146. constructor(
  77147. /** defines the manager's name */
  77148. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  77149. private _makePacked;
  77150. private _appendSpriteVertex;
  77151. /**
  77152. * Intersects the sprites with a ray
  77153. * @param ray defines the ray to intersect with
  77154. * @param camera defines the current active camera
  77155. * @param predicate defines a predicate used to select candidate sprites
  77156. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  77157. * @returns null if no hit or a PickingInfo
  77158. */
  77159. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77160. /**
  77161. * Intersects the sprites with a ray
  77162. * @param ray defines the ray to intersect with
  77163. * @param camera defines the current active camera
  77164. * @param predicate defines a predicate used to select candidate sprites
  77165. * @returns null if no hit or a PickingInfo array
  77166. */
  77167. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77168. /**
  77169. * Render all child sprites
  77170. */
  77171. render(): void;
  77172. /**
  77173. * Release associated resources
  77174. */
  77175. dispose(): void;
  77176. }
  77177. }
  77178. declare module BABYLON {
  77179. /**
  77180. * Class used to represent a sprite
  77181. * @see http://doc.babylonjs.com/babylon101/sprites
  77182. */
  77183. export class Sprite {
  77184. /** defines the name */
  77185. name: string;
  77186. /** Gets or sets the current world position */
  77187. position: Vector3;
  77188. /** Gets or sets the main color */
  77189. color: Color4;
  77190. /** Gets or sets the width */
  77191. width: number;
  77192. /** Gets or sets the height */
  77193. height: number;
  77194. /** Gets or sets rotation angle */
  77195. angle: number;
  77196. /** Gets or sets the cell index in the sprite sheet */
  77197. cellIndex: number;
  77198. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77199. cellRef: string;
  77200. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77201. invertU: number;
  77202. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77203. invertV: number;
  77204. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77205. disposeWhenFinishedAnimating: boolean;
  77206. /** Gets the list of attached animations */
  77207. animations: Animation[];
  77208. /** Gets or sets a boolean indicating if the sprite can be picked */
  77209. isPickable: boolean;
  77210. /**
  77211. * Gets or sets the associated action manager
  77212. */
  77213. actionManager: Nullable<ActionManager>;
  77214. private _animationStarted;
  77215. private _loopAnimation;
  77216. private _fromIndex;
  77217. private _toIndex;
  77218. private _delay;
  77219. private _direction;
  77220. private _manager;
  77221. private _time;
  77222. private _onAnimationEnd;
  77223. /**
  77224. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77225. */
  77226. isVisible: boolean;
  77227. /**
  77228. * Gets or sets the sprite size
  77229. */
  77230. size: number;
  77231. /**
  77232. * Creates a new Sprite
  77233. * @param name defines the name
  77234. * @param manager defines the manager
  77235. */
  77236. constructor(
  77237. /** defines the name */
  77238. name: string, manager: ISpriteManager);
  77239. /**
  77240. * Starts an animation
  77241. * @param from defines the initial key
  77242. * @param to defines the end key
  77243. * @param loop defines if the animation must loop
  77244. * @param delay defines the start delay (in ms)
  77245. * @param onAnimationEnd defines a callback to call when animation ends
  77246. */
  77247. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77248. /** Stops current animation (if any) */
  77249. stopAnimation(): void;
  77250. /** @hidden */
  77251. _animate(deltaTime: number): void;
  77252. /** Release associated resources */
  77253. dispose(): void;
  77254. }
  77255. }
  77256. declare module BABYLON {
  77257. /**
  77258. * Information about the result of picking within a scene
  77259. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77260. */
  77261. export class PickingInfo {
  77262. /** @hidden */
  77263. _pickingUnavailable: boolean;
  77264. /**
  77265. * If the pick collided with an object
  77266. */
  77267. hit: boolean;
  77268. /**
  77269. * Distance away where the pick collided
  77270. */
  77271. distance: number;
  77272. /**
  77273. * The location of pick collision
  77274. */
  77275. pickedPoint: Nullable<Vector3>;
  77276. /**
  77277. * The mesh corresponding the the pick collision
  77278. */
  77279. pickedMesh: Nullable<AbstractMesh>;
  77280. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77281. bu: number;
  77282. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77283. bv: number;
  77284. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77285. faceId: number;
  77286. /** Id of the the submesh that was picked */
  77287. subMeshId: number;
  77288. /** If a sprite was picked, this will be the sprite the pick collided with */
  77289. pickedSprite: Nullable<Sprite>;
  77290. /**
  77291. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77292. */
  77293. originMesh: Nullable<AbstractMesh>;
  77294. /**
  77295. * The ray that was used to perform the picking.
  77296. */
  77297. ray: Nullable<Ray>;
  77298. /**
  77299. * Gets the normal correspodning to the face the pick collided with
  77300. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77301. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77302. * @returns The normal correspodning to the face the pick collided with
  77303. */
  77304. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77305. /**
  77306. * Gets the texture coordinates of where the pick occured
  77307. * @returns the vector containing the coordnates of the texture
  77308. */
  77309. getTextureCoordinates(): Nullable<Vector2>;
  77310. }
  77311. }
  77312. declare module BABYLON {
  77313. /**
  77314. * Gather the list of pointer event types as constants.
  77315. */
  77316. export class PointerEventTypes {
  77317. /**
  77318. * 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.
  77319. */
  77320. static readonly POINTERDOWN: number;
  77321. /**
  77322. * The pointerup event is fired when a pointer is no longer active.
  77323. */
  77324. static readonly POINTERUP: number;
  77325. /**
  77326. * The pointermove event is fired when a pointer changes coordinates.
  77327. */
  77328. static readonly POINTERMOVE: number;
  77329. /**
  77330. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77331. */
  77332. static readonly POINTERWHEEL: number;
  77333. /**
  77334. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77335. */
  77336. static readonly POINTERPICK: number;
  77337. /**
  77338. * The pointertap event is fired when a the object has been touched and released without drag.
  77339. */
  77340. static readonly POINTERTAP: number;
  77341. /**
  77342. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77343. */
  77344. static readonly POINTERDOUBLETAP: number;
  77345. }
  77346. /**
  77347. * Base class of pointer info types.
  77348. */
  77349. export class PointerInfoBase {
  77350. /**
  77351. * Defines the type of event (PointerEventTypes)
  77352. */
  77353. type: number;
  77354. /**
  77355. * Defines the related dom event
  77356. */
  77357. event: PointerEvent | MouseWheelEvent;
  77358. /**
  77359. * Instantiates the base class of pointers info.
  77360. * @param type Defines the type of event (PointerEventTypes)
  77361. * @param event Defines the related dom event
  77362. */
  77363. constructor(
  77364. /**
  77365. * Defines the type of event (PointerEventTypes)
  77366. */
  77367. type: number,
  77368. /**
  77369. * Defines the related dom event
  77370. */
  77371. event: PointerEvent | MouseWheelEvent);
  77372. }
  77373. /**
  77374. * This class is used to store pointer related info for the onPrePointerObservable event.
  77375. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77376. */
  77377. export class PointerInfoPre extends PointerInfoBase {
  77378. /**
  77379. * Ray from a pointer if availible (eg. 6dof controller)
  77380. */
  77381. ray: Nullable<Ray>;
  77382. /**
  77383. * Defines the local position of the pointer on the canvas.
  77384. */
  77385. localPosition: Vector2;
  77386. /**
  77387. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77388. */
  77389. skipOnPointerObservable: boolean;
  77390. /**
  77391. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77392. * @param type Defines the type of event (PointerEventTypes)
  77393. * @param event Defines the related dom event
  77394. * @param localX Defines the local x coordinates of the pointer when the event occured
  77395. * @param localY Defines the local y coordinates of the pointer when the event occured
  77396. */
  77397. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77398. }
  77399. /**
  77400. * This type contains all the data related to a pointer event in Babylon.js.
  77401. * 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.
  77402. */
  77403. export class PointerInfo extends PointerInfoBase {
  77404. /**
  77405. * Defines the picking info associated to the info (if any)\
  77406. */
  77407. pickInfo: Nullable<PickingInfo>;
  77408. /**
  77409. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77410. * @param type Defines the type of event (PointerEventTypes)
  77411. * @param event Defines the related dom event
  77412. * @param pickInfo Defines the picking info associated to the info (if any)\
  77413. */
  77414. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77415. /**
  77416. * Defines the picking info associated to the info (if any)\
  77417. */
  77418. pickInfo: Nullable<PickingInfo>);
  77419. }
  77420. /**
  77421. * Data relating to a touch event on the screen.
  77422. */
  77423. export interface PointerTouch {
  77424. /**
  77425. * X coordinate of touch.
  77426. */
  77427. x: number;
  77428. /**
  77429. * Y coordinate of touch.
  77430. */
  77431. y: number;
  77432. /**
  77433. * Id of touch. Unique for each finger.
  77434. */
  77435. pointerId: number;
  77436. /**
  77437. * Event type passed from DOM.
  77438. */
  77439. type: any;
  77440. }
  77441. }
  77442. declare module BABYLON {
  77443. /**
  77444. * Manage the mouse inputs to control the movement of a free camera.
  77445. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77446. */
  77447. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77448. /**
  77449. * Define if touch is enabled in the mouse input
  77450. */
  77451. touchEnabled: boolean;
  77452. /**
  77453. * Defines the camera the input is attached to.
  77454. */
  77455. camera: FreeCamera;
  77456. /**
  77457. * Defines the buttons associated with the input to handle camera move.
  77458. */
  77459. buttons: number[];
  77460. /**
  77461. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77462. */
  77463. angularSensibility: number;
  77464. private _pointerInput;
  77465. private _onMouseMove;
  77466. private _observer;
  77467. private previousPosition;
  77468. /**
  77469. * Observable for when a pointer move event occurs containing the move offset
  77470. */
  77471. onPointerMovedObservable: Observable<{
  77472. offsetX: number;
  77473. offsetY: number;
  77474. }>;
  77475. /**
  77476. * @hidden
  77477. * If the camera should be rotated automatically based on pointer movement
  77478. */
  77479. _allowCameraRotation: boolean;
  77480. /**
  77481. * Manage the mouse inputs to control the movement of a free camera.
  77482. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77483. * @param touchEnabled Defines if touch is enabled or not
  77484. */
  77485. constructor(
  77486. /**
  77487. * Define if touch is enabled in the mouse input
  77488. */
  77489. touchEnabled?: boolean);
  77490. /**
  77491. * Attach the input controls to a specific dom element to get the input from.
  77492. * @param element Defines the element the controls should be listened from
  77493. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77494. */
  77495. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77496. /**
  77497. * Called on JS contextmenu event.
  77498. * Override this method to provide functionality.
  77499. */
  77500. protected onContextMenu(evt: PointerEvent): void;
  77501. /**
  77502. * Detach the current controls from the specified dom element.
  77503. * @param element Defines the element to stop listening the inputs from
  77504. */
  77505. detachControl(element: Nullable<HTMLElement>): void;
  77506. /**
  77507. * Gets the class name of the current intput.
  77508. * @returns the class name
  77509. */
  77510. getClassName(): string;
  77511. /**
  77512. * Get the friendly name associated with the input class.
  77513. * @returns the input friendly name
  77514. */
  77515. getSimpleName(): string;
  77516. }
  77517. }
  77518. declare module BABYLON {
  77519. /**
  77520. * Manage the touch inputs to control the movement of a free camera.
  77521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77522. */
  77523. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77524. /**
  77525. * Defines the camera the input is attached to.
  77526. */
  77527. camera: FreeCamera;
  77528. /**
  77529. * Defines the touch sensibility for rotation.
  77530. * The higher the faster.
  77531. */
  77532. touchAngularSensibility: number;
  77533. /**
  77534. * Defines the touch sensibility for move.
  77535. * The higher the faster.
  77536. */
  77537. touchMoveSensibility: number;
  77538. private _offsetX;
  77539. private _offsetY;
  77540. private _pointerPressed;
  77541. private _pointerInput;
  77542. private _observer;
  77543. private _onLostFocus;
  77544. /**
  77545. * Attach the input controls to a specific dom element to get the input from.
  77546. * @param element Defines the element the controls should be listened from
  77547. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77548. */
  77549. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77550. /**
  77551. * Detach the current controls from the specified dom element.
  77552. * @param element Defines the element to stop listening the inputs from
  77553. */
  77554. detachControl(element: Nullable<HTMLElement>): void;
  77555. /**
  77556. * Update the current camera state depending on the inputs that have been used this frame.
  77557. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77558. */
  77559. checkInputs(): void;
  77560. /**
  77561. * Gets the class name of the current intput.
  77562. * @returns the class name
  77563. */
  77564. getClassName(): string;
  77565. /**
  77566. * Get the friendly name associated with the input class.
  77567. * @returns the input friendly name
  77568. */
  77569. getSimpleName(): string;
  77570. }
  77571. }
  77572. declare module BABYLON {
  77573. /**
  77574. * Default Inputs manager for the FreeCamera.
  77575. * It groups all the default supported inputs for ease of use.
  77576. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77577. */
  77578. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77579. /**
  77580. * @hidden
  77581. */
  77582. _mouseInput: Nullable<FreeCameraMouseInput>;
  77583. /**
  77584. * Instantiates a new FreeCameraInputsManager.
  77585. * @param camera Defines the camera the inputs belong to
  77586. */
  77587. constructor(camera: FreeCamera);
  77588. /**
  77589. * Add keyboard input support to the input manager.
  77590. * @returns the current input manager
  77591. */
  77592. addKeyboard(): FreeCameraInputsManager;
  77593. /**
  77594. * Add mouse input support to the input manager.
  77595. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77596. * @returns the current input manager
  77597. */
  77598. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77599. /**
  77600. * Removes the mouse input support from the manager
  77601. * @returns the current input manager
  77602. */
  77603. removeMouse(): FreeCameraInputsManager;
  77604. /**
  77605. * Add touch input support to the input manager.
  77606. * @returns the current input manager
  77607. */
  77608. addTouch(): FreeCameraInputsManager;
  77609. /**
  77610. * Remove all attached input methods from a camera
  77611. */
  77612. clear(): void;
  77613. }
  77614. }
  77615. declare module BABYLON {
  77616. /**
  77617. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77618. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77619. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77620. */
  77621. export class FreeCamera extends TargetCamera {
  77622. /**
  77623. * Define the collision ellipsoid of the camera.
  77624. * This is helpful to simulate a camera body like the player body around the camera
  77625. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77626. */
  77627. ellipsoid: Vector3;
  77628. /**
  77629. * Define an offset for the position of the ellipsoid around the camera.
  77630. * This can be helpful to determine the center of the body near the gravity center of the body
  77631. * instead of its head.
  77632. */
  77633. ellipsoidOffset: Vector3;
  77634. /**
  77635. * Enable or disable collisions of the camera with the rest of the scene objects.
  77636. */
  77637. checkCollisions: boolean;
  77638. /**
  77639. * Enable or disable gravity on the camera.
  77640. */
  77641. applyGravity: boolean;
  77642. /**
  77643. * Define the input manager associated to the camera.
  77644. */
  77645. inputs: FreeCameraInputsManager;
  77646. /**
  77647. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77648. * Higher values reduce sensitivity.
  77649. */
  77650. /**
  77651. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77652. * Higher values reduce sensitivity.
  77653. */
  77654. angularSensibility: number;
  77655. /**
  77656. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77657. */
  77658. keysUp: number[];
  77659. /**
  77660. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77661. */
  77662. keysDown: number[];
  77663. /**
  77664. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77665. */
  77666. keysLeft: number[];
  77667. /**
  77668. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77669. */
  77670. keysRight: number[];
  77671. /**
  77672. * Event raised when the camera collide with a mesh in the scene.
  77673. */
  77674. onCollide: (collidedMesh: AbstractMesh) => void;
  77675. private _collider;
  77676. private _needMoveForGravity;
  77677. private _oldPosition;
  77678. private _diffPosition;
  77679. private _newPosition;
  77680. /** @hidden */
  77681. _localDirection: Vector3;
  77682. /** @hidden */
  77683. _transformedDirection: Vector3;
  77684. /**
  77685. * Instantiates a Free Camera.
  77686. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77687. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77688. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77689. * @param name Define the name of the camera in the scene
  77690. * @param position Define the start position of the camera in the scene
  77691. * @param scene Define the scene the camera belongs to
  77692. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77693. */
  77694. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77695. /**
  77696. * Attached controls to the current camera.
  77697. * @param element Defines the element the controls should be listened from
  77698. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77699. */
  77700. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77701. /**
  77702. * Detach the current controls from the camera.
  77703. * The camera will stop reacting to inputs.
  77704. * @param element Defines the element to stop listening the inputs from
  77705. */
  77706. detachControl(element: HTMLElement): void;
  77707. private _collisionMask;
  77708. /**
  77709. * Define a collision mask to limit the list of object the camera can collide with
  77710. */
  77711. collisionMask: number;
  77712. /** @hidden */
  77713. _collideWithWorld(displacement: Vector3): void;
  77714. private _onCollisionPositionChange;
  77715. /** @hidden */
  77716. _checkInputs(): void;
  77717. /** @hidden */
  77718. _decideIfNeedsToMove(): boolean;
  77719. /** @hidden */
  77720. _updatePosition(): void;
  77721. /**
  77722. * Destroy the camera and release the current resources hold by it.
  77723. */
  77724. dispose(): void;
  77725. /**
  77726. * Gets the current object class name.
  77727. * @return the class name
  77728. */
  77729. getClassName(): string;
  77730. }
  77731. }
  77732. declare module BABYLON {
  77733. /**
  77734. * Represents a gamepad control stick position
  77735. */
  77736. export class StickValues {
  77737. /**
  77738. * The x component of the control stick
  77739. */
  77740. x: number;
  77741. /**
  77742. * The y component of the control stick
  77743. */
  77744. y: number;
  77745. /**
  77746. * Initializes the gamepad x and y control stick values
  77747. * @param x The x component of the gamepad control stick value
  77748. * @param y The y component of the gamepad control stick value
  77749. */
  77750. constructor(
  77751. /**
  77752. * The x component of the control stick
  77753. */
  77754. x: number,
  77755. /**
  77756. * The y component of the control stick
  77757. */
  77758. y: number);
  77759. }
  77760. /**
  77761. * An interface which manages callbacks for gamepad button changes
  77762. */
  77763. export interface GamepadButtonChanges {
  77764. /**
  77765. * Called when a gamepad has been changed
  77766. */
  77767. changed: boolean;
  77768. /**
  77769. * Called when a gamepad press event has been triggered
  77770. */
  77771. pressChanged: boolean;
  77772. /**
  77773. * Called when a touch event has been triggered
  77774. */
  77775. touchChanged: boolean;
  77776. /**
  77777. * Called when a value has changed
  77778. */
  77779. valueChanged: boolean;
  77780. }
  77781. /**
  77782. * Represents a gamepad
  77783. */
  77784. export class Gamepad {
  77785. /**
  77786. * The id of the gamepad
  77787. */
  77788. id: string;
  77789. /**
  77790. * The index of the gamepad
  77791. */
  77792. index: number;
  77793. /**
  77794. * The browser gamepad
  77795. */
  77796. browserGamepad: any;
  77797. /**
  77798. * Specifies what type of gamepad this represents
  77799. */
  77800. type: number;
  77801. private _leftStick;
  77802. private _rightStick;
  77803. /** @hidden */
  77804. _isConnected: boolean;
  77805. private _leftStickAxisX;
  77806. private _leftStickAxisY;
  77807. private _rightStickAxisX;
  77808. private _rightStickAxisY;
  77809. /**
  77810. * Triggered when the left control stick has been changed
  77811. */
  77812. private _onleftstickchanged;
  77813. /**
  77814. * Triggered when the right control stick has been changed
  77815. */
  77816. private _onrightstickchanged;
  77817. /**
  77818. * Represents a gamepad controller
  77819. */
  77820. static GAMEPAD: number;
  77821. /**
  77822. * Represents a generic controller
  77823. */
  77824. static GENERIC: number;
  77825. /**
  77826. * Represents an XBox controller
  77827. */
  77828. static XBOX: number;
  77829. /**
  77830. * Represents a pose-enabled controller
  77831. */
  77832. static POSE_ENABLED: number;
  77833. /**
  77834. * Represents an Dual Shock controller
  77835. */
  77836. static DUALSHOCK: number;
  77837. /**
  77838. * Specifies whether the left control stick should be Y-inverted
  77839. */
  77840. protected _invertLeftStickY: boolean;
  77841. /**
  77842. * Specifies if the gamepad has been connected
  77843. */
  77844. readonly isConnected: boolean;
  77845. /**
  77846. * Initializes the gamepad
  77847. * @param id The id of the gamepad
  77848. * @param index The index of the gamepad
  77849. * @param browserGamepad The browser gamepad
  77850. * @param leftStickX The x component of the left joystick
  77851. * @param leftStickY The y component of the left joystick
  77852. * @param rightStickX The x component of the right joystick
  77853. * @param rightStickY The y component of the right joystick
  77854. */
  77855. constructor(
  77856. /**
  77857. * The id of the gamepad
  77858. */
  77859. id: string,
  77860. /**
  77861. * The index of the gamepad
  77862. */
  77863. index: number,
  77864. /**
  77865. * The browser gamepad
  77866. */
  77867. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77868. /**
  77869. * Callback triggered when the left joystick has changed
  77870. * @param callback
  77871. */
  77872. onleftstickchanged(callback: (values: StickValues) => void): void;
  77873. /**
  77874. * Callback triggered when the right joystick has changed
  77875. * @param callback
  77876. */
  77877. onrightstickchanged(callback: (values: StickValues) => void): void;
  77878. /**
  77879. * Gets the left joystick
  77880. */
  77881. /**
  77882. * Sets the left joystick values
  77883. */
  77884. leftStick: StickValues;
  77885. /**
  77886. * Gets the right joystick
  77887. */
  77888. /**
  77889. * Sets the right joystick value
  77890. */
  77891. rightStick: StickValues;
  77892. /**
  77893. * Updates the gamepad joystick positions
  77894. */
  77895. update(): void;
  77896. /**
  77897. * Disposes the gamepad
  77898. */
  77899. dispose(): void;
  77900. }
  77901. /**
  77902. * Represents a generic gamepad
  77903. */
  77904. export class GenericPad extends Gamepad {
  77905. private _buttons;
  77906. private _onbuttondown;
  77907. private _onbuttonup;
  77908. /**
  77909. * Observable triggered when a button has been pressed
  77910. */
  77911. onButtonDownObservable: Observable<number>;
  77912. /**
  77913. * Observable triggered when a button has been released
  77914. */
  77915. onButtonUpObservable: Observable<number>;
  77916. /**
  77917. * Callback triggered when a button has been pressed
  77918. * @param callback Called when a button has been pressed
  77919. */
  77920. onbuttondown(callback: (buttonPressed: number) => void): void;
  77921. /**
  77922. * Callback triggered when a button has been released
  77923. * @param callback Called when a button has been released
  77924. */
  77925. onbuttonup(callback: (buttonReleased: number) => void): void;
  77926. /**
  77927. * Initializes the generic gamepad
  77928. * @param id The id of the generic gamepad
  77929. * @param index The index of the generic gamepad
  77930. * @param browserGamepad The browser gamepad
  77931. */
  77932. constructor(id: string, index: number, browserGamepad: any);
  77933. private _setButtonValue;
  77934. /**
  77935. * Updates the generic gamepad
  77936. */
  77937. update(): void;
  77938. /**
  77939. * Disposes the generic gamepad
  77940. */
  77941. dispose(): void;
  77942. }
  77943. }
  77944. declare module BABYLON {
  77945. interface Engine {
  77946. /**
  77947. * Creates a raw texture
  77948. * @param data defines the data to store in the texture
  77949. * @param width defines the width of the texture
  77950. * @param height defines the height of the texture
  77951. * @param format defines the format of the data
  77952. * @param generateMipMaps defines if the engine should generate the mip levels
  77953. * @param invertY defines if data must be stored with Y axis inverted
  77954. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77955. * @param compression defines the compression used (null by default)
  77956. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77957. * @returns the raw texture inside an InternalTexture
  77958. */
  77959. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77960. /**
  77961. * Update a raw texture
  77962. * @param texture defines the texture to update
  77963. * @param data defines the data to store in the texture
  77964. * @param format defines the format of the data
  77965. * @param invertY defines if data must be stored with Y axis inverted
  77966. */
  77967. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77968. /**
  77969. * Update a raw texture
  77970. * @param texture defines the texture to update
  77971. * @param data defines the data to store in the texture
  77972. * @param format defines the format of the data
  77973. * @param invertY defines if data must be stored with Y axis inverted
  77974. * @param compression defines the compression used (null by default)
  77975. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77976. */
  77977. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77978. /**
  77979. * Creates a new raw cube texture
  77980. * @param data defines the array of data to use to create each face
  77981. * @param size defines the size of the textures
  77982. * @param format defines the format of the data
  77983. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77984. * @param generateMipMaps defines if the engine should generate the mip levels
  77985. * @param invertY defines if data must be stored with Y axis inverted
  77986. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77987. * @param compression defines the compression used (null by default)
  77988. * @returns the cube texture as an InternalTexture
  77989. */
  77990. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77991. /**
  77992. * Update a raw cube texture
  77993. * @param texture defines the texture to udpdate
  77994. * @param data defines the data to store
  77995. * @param format defines the data format
  77996. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77997. * @param invertY defines if data must be stored with Y axis inverted
  77998. */
  77999. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  78000. /**
  78001. * Update a raw cube texture
  78002. * @param texture defines the texture to udpdate
  78003. * @param data defines the data to store
  78004. * @param format defines the data format
  78005. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78006. * @param invertY defines if data must be stored with Y axis inverted
  78007. * @param compression defines the compression used (null by default)
  78008. */
  78009. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  78010. /**
  78011. * Update a raw cube texture
  78012. * @param texture defines the texture to udpdate
  78013. * @param data defines the data to store
  78014. * @param format defines the data format
  78015. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78016. * @param invertY defines if data must be stored with Y axis inverted
  78017. * @param compression defines the compression used (null by default)
  78018. * @param level defines which level of the texture to update
  78019. */
  78020. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  78021. /**
  78022. * Creates a new raw cube texture from a specified url
  78023. * @param url defines the url where the data is located
  78024. * @param scene defines the current scene
  78025. * @param size defines the size of the textures
  78026. * @param format defines the format of the data
  78027. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78028. * @param noMipmap defines if the engine should avoid generating the mip levels
  78029. * @param callback defines a callback used to extract texture data from loaded data
  78030. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78031. * @param onLoad defines a callback called when texture is loaded
  78032. * @param onError defines a callback called if there is an error
  78033. * @returns the cube texture as an InternalTexture
  78034. */
  78035. 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;
  78036. /**
  78037. * Creates a new raw cube texture from a specified url
  78038. * @param url defines the url where the data is located
  78039. * @param scene defines the current scene
  78040. * @param size defines the size of the textures
  78041. * @param format defines the format of the data
  78042. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78043. * @param noMipmap defines if the engine should avoid generating the mip levels
  78044. * @param callback defines a callback used to extract texture data from loaded data
  78045. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78046. * @param onLoad defines a callback called when texture is loaded
  78047. * @param onError defines a callback called if there is an error
  78048. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78049. * @param invertY defines if data must be stored with Y axis inverted
  78050. * @returns the cube texture as an InternalTexture
  78051. */
  78052. 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;
  78053. /**
  78054. * Creates a new raw 3D texture
  78055. * @param data defines the data used to create the texture
  78056. * @param width defines the width of the texture
  78057. * @param height defines the height of the texture
  78058. * @param depth defines the depth of the texture
  78059. * @param format defines the format of the texture
  78060. * @param generateMipMaps defines if the engine must generate mip levels
  78061. * @param invertY defines if data must be stored with Y axis inverted
  78062. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78063. * @param compression defines the compressed used (can be null)
  78064. * @param textureType defines the compressed used (can be null)
  78065. * @returns a new raw 3D texture (stored in an InternalTexture)
  78066. */
  78067. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  78068. /**
  78069. * Update a raw 3D texture
  78070. * @param texture defines the texture to update
  78071. * @param data defines the data to store
  78072. * @param format defines the data format
  78073. * @param invertY defines if data must be stored with Y axis inverted
  78074. */
  78075. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  78076. /**
  78077. * Update a raw 3D texture
  78078. * @param texture defines the texture to update
  78079. * @param data defines the data to store
  78080. * @param format defines the data format
  78081. * @param invertY defines if data must be stored with Y axis inverted
  78082. * @param compression defines the used compression (can be null)
  78083. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  78084. */
  78085. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  78086. }
  78087. }
  78088. declare module BABYLON {
  78089. /**
  78090. * Raw texture can help creating a texture directly from an array of data.
  78091. * This can be super useful if you either get the data from an uncompressed source or
  78092. * if you wish to create your texture pixel by pixel.
  78093. */
  78094. export class RawTexture extends Texture {
  78095. /**
  78096. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78097. */
  78098. format: number;
  78099. private _engine;
  78100. /**
  78101. * Instantiates a new RawTexture.
  78102. * Raw texture can help creating a texture directly from an array of data.
  78103. * This can be super useful if you either get the data from an uncompressed source or
  78104. * if you wish to create your texture pixel by pixel.
  78105. * @param data define the array of data to use to create the texture
  78106. * @param width define the width of the texture
  78107. * @param height define the height of the texture
  78108. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78109. * @param scene define the scene the texture belongs to
  78110. * @param generateMipMaps define whether mip maps should be generated or not
  78111. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78112. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78113. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78114. */
  78115. constructor(data: ArrayBufferView, width: number, height: number,
  78116. /**
  78117. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78118. */
  78119. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  78120. /**
  78121. * Updates the texture underlying data.
  78122. * @param data Define the new data of the texture
  78123. */
  78124. update(data: ArrayBufferView): void;
  78125. /**
  78126. * Creates a luminance texture from some data.
  78127. * @param data Define the texture data
  78128. * @param width Define the width of the texture
  78129. * @param height Define the height of the texture
  78130. * @param scene Define the scene the texture belongs to
  78131. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78132. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78133. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78134. * @returns the luminance texture
  78135. */
  78136. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78137. /**
  78138. * Creates a luminance alpha texture from some data.
  78139. * @param data Define the texture data
  78140. * @param width Define the width of the texture
  78141. * @param height Define the height of the texture
  78142. * @param scene Define the scene the texture belongs to
  78143. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78144. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78145. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78146. * @returns the luminance alpha texture
  78147. */
  78148. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78149. /**
  78150. * Creates an alpha texture from some data.
  78151. * @param data Define the texture data
  78152. * @param width Define the width of the texture
  78153. * @param height Define the height of the texture
  78154. * @param scene Define the scene the texture belongs to
  78155. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78156. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78157. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78158. * @returns the alpha texture
  78159. */
  78160. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78161. /**
  78162. * Creates a RGB texture from some data.
  78163. * @param data Define the texture data
  78164. * @param width Define the width of the texture
  78165. * @param height Define the height of the texture
  78166. * @param scene Define the scene the texture belongs to
  78167. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78168. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78169. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78170. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78171. * @returns the RGB alpha texture
  78172. */
  78173. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78174. /**
  78175. * Creates a RGBA texture from some data.
  78176. * @param data Define the texture data
  78177. * @param width Define the width of the texture
  78178. * @param height Define the height of the texture
  78179. * @param scene Define the scene the texture belongs to
  78180. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78181. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78182. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78183. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78184. * @returns the RGBA texture
  78185. */
  78186. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78187. /**
  78188. * Creates a R texture from some data.
  78189. * @param data Define the texture data
  78190. * @param width Define the width of the texture
  78191. * @param height Define the height of the texture
  78192. * @param scene Define the scene the texture belongs to
  78193. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78194. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78195. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78196. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78197. * @returns the R texture
  78198. */
  78199. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78200. }
  78201. }
  78202. declare module BABYLON {
  78203. /**
  78204. * Interface for the size containing width and height
  78205. */
  78206. export interface ISize {
  78207. /**
  78208. * Width
  78209. */
  78210. width: number;
  78211. /**
  78212. * Heighht
  78213. */
  78214. height: number;
  78215. }
  78216. /**
  78217. * Size containing widht and height
  78218. */
  78219. export class Size implements ISize {
  78220. /**
  78221. * Width
  78222. */
  78223. width: number;
  78224. /**
  78225. * Height
  78226. */
  78227. height: number;
  78228. /**
  78229. * Creates a Size object from the given width and height (floats).
  78230. * @param width width of the new size
  78231. * @param height height of the new size
  78232. */
  78233. constructor(width: number, height: number);
  78234. /**
  78235. * Returns a string with the Size width and height
  78236. * @returns a string with the Size width and height
  78237. */
  78238. toString(): string;
  78239. /**
  78240. * "Size"
  78241. * @returns the string "Size"
  78242. */
  78243. getClassName(): string;
  78244. /**
  78245. * Returns the Size hash code.
  78246. * @returns a hash code for a unique width and height
  78247. */
  78248. getHashCode(): number;
  78249. /**
  78250. * Updates the current size from the given one.
  78251. * @param src the given size
  78252. */
  78253. copyFrom(src: Size): void;
  78254. /**
  78255. * Updates in place the current Size from the given floats.
  78256. * @param width width of the new size
  78257. * @param height height of the new size
  78258. * @returns the updated Size.
  78259. */
  78260. copyFromFloats(width: number, height: number): Size;
  78261. /**
  78262. * Updates in place the current Size from the given floats.
  78263. * @param width width to set
  78264. * @param height height to set
  78265. * @returns the updated Size.
  78266. */
  78267. set(width: number, height: number): Size;
  78268. /**
  78269. * Multiplies the width and height by numbers
  78270. * @param w factor to multiple the width by
  78271. * @param h factor to multiple the height by
  78272. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78273. */
  78274. multiplyByFloats(w: number, h: number): Size;
  78275. /**
  78276. * Clones the size
  78277. * @returns a new Size copied from the given one.
  78278. */
  78279. clone(): Size;
  78280. /**
  78281. * True if the current Size and the given one width and height are strictly equal.
  78282. * @param other the other size to compare against
  78283. * @returns True if the current Size and the given one width and height are strictly equal.
  78284. */
  78285. equals(other: Size): boolean;
  78286. /**
  78287. * The surface of the Size : width * height (float).
  78288. */
  78289. readonly surface: number;
  78290. /**
  78291. * Create a new size of zero
  78292. * @returns a new Size set to (0.0, 0.0)
  78293. */
  78294. static Zero(): Size;
  78295. /**
  78296. * Sums the width and height of two sizes
  78297. * @param otherSize size to add to this size
  78298. * @returns a new Size set as the addition result of the current Size and the given one.
  78299. */
  78300. add(otherSize: Size): Size;
  78301. /**
  78302. * Subtracts the width and height of two
  78303. * @param otherSize size to subtract to this size
  78304. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78305. */
  78306. subtract(otherSize: Size): Size;
  78307. /**
  78308. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78309. * @param start starting size to lerp between
  78310. * @param end end size to lerp between
  78311. * @param amount amount to lerp between the start and end values
  78312. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78313. */
  78314. static Lerp(start: Size, end: Size, amount: number): Size;
  78315. }
  78316. }
  78317. declare module BABYLON {
  78318. /**
  78319. * Defines a runtime animation
  78320. */
  78321. export class RuntimeAnimation {
  78322. private _events;
  78323. /**
  78324. * The current frame of the runtime animation
  78325. */
  78326. private _currentFrame;
  78327. /**
  78328. * The animation used by the runtime animation
  78329. */
  78330. private _animation;
  78331. /**
  78332. * The target of the runtime animation
  78333. */
  78334. private _target;
  78335. /**
  78336. * The initiating animatable
  78337. */
  78338. private _host;
  78339. /**
  78340. * The original value of the runtime animation
  78341. */
  78342. private _originalValue;
  78343. /**
  78344. * The original blend value of the runtime animation
  78345. */
  78346. private _originalBlendValue;
  78347. /**
  78348. * The offsets cache of the runtime animation
  78349. */
  78350. private _offsetsCache;
  78351. /**
  78352. * The high limits cache of the runtime animation
  78353. */
  78354. private _highLimitsCache;
  78355. /**
  78356. * Specifies if the runtime animation has been stopped
  78357. */
  78358. private _stopped;
  78359. /**
  78360. * The blending factor of the runtime animation
  78361. */
  78362. private _blendingFactor;
  78363. /**
  78364. * The BabylonJS scene
  78365. */
  78366. private _scene;
  78367. /**
  78368. * The current value of the runtime animation
  78369. */
  78370. private _currentValue;
  78371. /** @hidden */
  78372. _animationState: _IAnimationState;
  78373. /**
  78374. * The active target of the runtime animation
  78375. */
  78376. private _activeTargets;
  78377. private _currentActiveTarget;
  78378. private _directTarget;
  78379. /**
  78380. * The target path of the runtime animation
  78381. */
  78382. private _targetPath;
  78383. /**
  78384. * The weight of the runtime animation
  78385. */
  78386. private _weight;
  78387. /**
  78388. * The ratio offset of the runtime animation
  78389. */
  78390. private _ratioOffset;
  78391. /**
  78392. * The previous delay of the runtime animation
  78393. */
  78394. private _previousDelay;
  78395. /**
  78396. * The previous ratio of the runtime animation
  78397. */
  78398. private _previousRatio;
  78399. private _enableBlending;
  78400. private _keys;
  78401. private _minFrame;
  78402. private _maxFrame;
  78403. private _minValue;
  78404. private _maxValue;
  78405. private _targetIsArray;
  78406. /**
  78407. * Gets the current frame of the runtime animation
  78408. */
  78409. readonly currentFrame: number;
  78410. /**
  78411. * Gets the weight of the runtime animation
  78412. */
  78413. readonly weight: number;
  78414. /**
  78415. * Gets the current value of the runtime animation
  78416. */
  78417. readonly currentValue: any;
  78418. /**
  78419. * Gets the target path of the runtime animation
  78420. */
  78421. readonly targetPath: string;
  78422. /**
  78423. * Gets the actual target of the runtime animation
  78424. */
  78425. readonly target: any;
  78426. /** @hidden */
  78427. _onLoop: () => void;
  78428. /**
  78429. * Create a new RuntimeAnimation object
  78430. * @param target defines the target of the animation
  78431. * @param animation defines the source animation object
  78432. * @param scene defines the hosting scene
  78433. * @param host defines the initiating Animatable
  78434. */
  78435. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78436. private _preparePath;
  78437. /**
  78438. * Gets the animation from the runtime animation
  78439. */
  78440. readonly animation: Animation;
  78441. /**
  78442. * Resets the runtime animation to the beginning
  78443. * @param restoreOriginal defines whether to restore the target property to the original value
  78444. */
  78445. reset(restoreOriginal?: boolean): void;
  78446. /**
  78447. * Specifies if the runtime animation is stopped
  78448. * @returns Boolean specifying if the runtime animation is stopped
  78449. */
  78450. isStopped(): boolean;
  78451. /**
  78452. * Disposes of the runtime animation
  78453. */
  78454. dispose(): void;
  78455. /**
  78456. * Apply the interpolated value to the target
  78457. * @param currentValue defines the value computed by the animation
  78458. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78459. */
  78460. setValue(currentValue: any, weight: number): void;
  78461. private _getOriginalValues;
  78462. private _setValue;
  78463. /**
  78464. * Gets the loop pmode of the runtime animation
  78465. * @returns Loop Mode
  78466. */
  78467. private _getCorrectLoopMode;
  78468. /**
  78469. * Move the current animation to a given frame
  78470. * @param frame defines the frame to move to
  78471. */
  78472. goToFrame(frame: number): void;
  78473. /**
  78474. * @hidden Internal use only
  78475. */
  78476. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78477. /**
  78478. * Execute the current animation
  78479. * @param delay defines the delay to add to the current frame
  78480. * @param from defines the lower bound of the animation range
  78481. * @param to defines the upper bound of the animation range
  78482. * @param loop defines if the current animation must loop
  78483. * @param speedRatio defines the current speed ratio
  78484. * @param weight defines the weight of the animation (default is -1 so no weight)
  78485. * @param onLoop optional callback called when animation loops
  78486. * @returns a boolean indicating if the animation is running
  78487. */
  78488. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78489. }
  78490. }
  78491. declare module BABYLON {
  78492. /**
  78493. * Class used to store an actual running animation
  78494. */
  78495. export class Animatable {
  78496. /** defines the target object */
  78497. target: any;
  78498. /** defines the starting frame number (default is 0) */
  78499. fromFrame: number;
  78500. /** defines the ending frame number (default is 100) */
  78501. toFrame: number;
  78502. /** defines if the animation must loop (default is false) */
  78503. loopAnimation: boolean;
  78504. /** defines a callback to call when animation ends if it is not looping */
  78505. onAnimationEnd?: (() => void) | null | undefined;
  78506. /** defines a callback to call when animation loops */
  78507. onAnimationLoop?: (() => void) | null | undefined;
  78508. private _localDelayOffset;
  78509. private _pausedDelay;
  78510. private _runtimeAnimations;
  78511. private _paused;
  78512. private _scene;
  78513. private _speedRatio;
  78514. private _weight;
  78515. private _syncRoot;
  78516. /**
  78517. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78518. * This will only apply for non looping animation (default is true)
  78519. */
  78520. disposeOnEnd: boolean;
  78521. /**
  78522. * Gets a boolean indicating if the animation has started
  78523. */
  78524. animationStarted: boolean;
  78525. /**
  78526. * Observer raised when the animation ends
  78527. */
  78528. onAnimationEndObservable: Observable<Animatable>;
  78529. /**
  78530. * Observer raised when the animation loops
  78531. */
  78532. onAnimationLoopObservable: Observable<Animatable>;
  78533. /**
  78534. * Gets the root Animatable used to synchronize and normalize animations
  78535. */
  78536. readonly syncRoot: Nullable<Animatable>;
  78537. /**
  78538. * Gets the current frame of the first RuntimeAnimation
  78539. * Used to synchronize Animatables
  78540. */
  78541. readonly masterFrame: number;
  78542. /**
  78543. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78544. */
  78545. weight: number;
  78546. /**
  78547. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78548. */
  78549. speedRatio: number;
  78550. /**
  78551. * Creates a new Animatable
  78552. * @param scene defines the hosting scene
  78553. * @param target defines the target object
  78554. * @param fromFrame defines the starting frame number (default is 0)
  78555. * @param toFrame defines the ending frame number (default is 100)
  78556. * @param loopAnimation defines if the animation must loop (default is false)
  78557. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78558. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78559. * @param animations defines a group of animation to add to the new Animatable
  78560. * @param onAnimationLoop defines a callback to call when animation loops
  78561. */
  78562. constructor(scene: Scene,
  78563. /** defines the target object */
  78564. target: any,
  78565. /** defines the starting frame number (default is 0) */
  78566. fromFrame?: number,
  78567. /** defines the ending frame number (default is 100) */
  78568. toFrame?: number,
  78569. /** defines if the animation must loop (default is false) */
  78570. loopAnimation?: boolean, speedRatio?: number,
  78571. /** defines a callback to call when animation ends if it is not looping */
  78572. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78573. /** defines a callback to call when animation loops */
  78574. onAnimationLoop?: (() => void) | null | undefined);
  78575. /**
  78576. * Synchronize and normalize current Animatable with a source Animatable
  78577. * This is useful when using animation weights and when animations are not of the same length
  78578. * @param root defines the root Animatable to synchronize with
  78579. * @returns the current Animatable
  78580. */
  78581. syncWith(root: Animatable): Animatable;
  78582. /**
  78583. * Gets the list of runtime animations
  78584. * @returns an array of RuntimeAnimation
  78585. */
  78586. getAnimations(): RuntimeAnimation[];
  78587. /**
  78588. * Adds more animations to the current animatable
  78589. * @param target defines the target of the animations
  78590. * @param animations defines the new animations to add
  78591. */
  78592. appendAnimations(target: any, animations: Animation[]): void;
  78593. /**
  78594. * Gets the source animation for a specific property
  78595. * @param property defines the propertyu to look for
  78596. * @returns null or the source animation for the given property
  78597. */
  78598. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78599. /**
  78600. * Gets the runtime animation for a specific property
  78601. * @param property defines the propertyu to look for
  78602. * @returns null or the runtime animation for the given property
  78603. */
  78604. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78605. /**
  78606. * Resets the animatable to its original state
  78607. */
  78608. reset(): void;
  78609. /**
  78610. * Allows the animatable to blend with current running animations
  78611. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78612. * @param blendingSpeed defines the blending speed to use
  78613. */
  78614. enableBlending(blendingSpeed: number): void;
  78615. /**
  78616. * Disable animation blending
  78617. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78618. */
  78619. disableBlending(): void;
  78620. /**
  78621. * Jump directly to a given frame
  78622. * @param frame defines the frame to jump to
  78623. */
  78624. goToFrame(frame: number): void;
  78625. /**
  78626. * Pause the animation
  78627. */
  78628. pause(): void;
  78629. /**
  78630. * Restart the animation
  78631. */
  78632. restart(): void;
  78633. private _raiseOnAnimationEnd;
  78634. /**
  78635. * Stop and delete the current animation
  78636. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78637. * @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)
  78638. */
  78639. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78640. /**
  78641. * Wait asynchronously for the animation to end
  78642. * @returns a promise which will be fullfilled when the animation ends
  78643. */
  78644. waitAsync(): Promise<Animatable>;
  78645. /** @hidden */
  78646. _animate(delay: number): boolean;
  78647. }
  78648. interface Scene {
  78649. /** @hidden */
  78650. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78651. /** @hidden */
  78652. _processLateAnimationBindingsForMatrices(holder: {
  78653. totalWeight: number;
  78654. animations: RuntimeAnimation[];
  78655. originalValue: Matrix;
  78656. }): any;
  78657. /** @hidden */
  78658. _processLateAnimationBindingsForQuaternions(holder: {
  78659. totalWeight: number;
  78660. animations: RuntimeAnimation[];
  78661. originalValue: Quaternion;
  78662. }, refQuaternion: Quaternion): Quaternion;
  78663. /** @hidden */
  78664. _processLateAnimationBindings(): void;
  78665. /**
  78666. * Will start the animation sequence of a given target
  78667. * @param target defines the target
  78668. * @param from defines from which frame should animation start
  78669. * @param to defines until which frame should animation run.
  78670. * @param weight defines the weight to apply to the animation (1.0 by default)
  78671. * @param loop defines if the animation loops
  78672. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78673. * @param onAnimationEnd defines the function to be executed when the animation ends
  78674. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78675. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78676. * @param onAnimationLoop defines the callback to call when an animation loops
  78677. * @returns the animatable object created for this animation
  78678. */
  78679. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78680. /**
  78681. * Will start the animation sequence of a given target
  78682. * @param target defines the target
  78683. * @param from defines from which frame should animation start
  78684. * @param to defines until which frame should animation run.
  78685. * @param loop defines if the animation loops
  78686. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78687. * @param onAnimationEnd defines the function to be executed when the animation ends
  78688. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78689. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78690. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78691. * @param onAnimationLoop defines the callback to call when an animation loops
  78692. * @returns the animatable object created for this animation
  78693. */
  78694. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78695. /**
  78696. * Will start the animation sequence of a given target and its hierarchy
  78697. * @param target defines the target
  78698. * @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.
  78699. * @param from defines from which frame should animation start
  78700. * @param to defines until which frame should animation run.
  78701. * @param loop defines if the animation loops
  78702. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78703. * @param onAnimationEnd defines the function to be executed when the animation ends
  78704. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78705. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78706. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78707. * @param onAnimationLoop defines the callback to call when an animation loops
  78708. * @returns the list of created animatables
  78709. */
  78710. 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[];
  78711. /**
  78712. * Begin a new animation on a given node
  78713. * @param target defines the target where the animation will take place
  78714. * @param animations defines the list of animations to start
  78715. * @param from defines the initial value
  78716. * @param to defines the final value
  78717. * @param loop defines if you want animation to loop (off by default)
  78718. * @param speedRatio defines the speed ratio to apply to all animations
  78719. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78720. * @param onAnimationLoop defines the callback to call when an animation loops
  78721. * @returns the list of created animatables
  78722. */
  78723. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78724. /**
  78725. * Begin a new animation on a given node and its hierarchy
  78726. * @param target defines the root node where the animation will take place
  78727. * @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.
  78728. * @param animations defines the list of animations to start
  78729. * @param from defines the initial value
  78730. * @param to defines the final value
  78731. * @param loop defines if you want animation to loop (off by default)
  78732. * @param speedRatio defines the speed ratio to apply to all animations
  78733. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78734. * @param onAnimationLoop defines the callback to call when an animation loops
  78735. * @returns the list of animatables created for all nodes
  78736. */
  78737. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78738. /**
  78739. * Gets the animatable associated with a specific target
  78740. * @param target defines the target of the animatable
  78741. * @returns the required animatable if found
  78742. */
  78743. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78744. /**
  78745. * Gets all animatables associated with a given target
  78746. * @param target defines the target to look animatables for
  78747. * @returns an array of Animatables
  78748. */
  78749. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78750. /**
  78751. * Stops and removes all animations that have been applied to the scene
  78752. */
  78753. stopAllAnimations(): void;
  78754. }
  78755. interface Bone {
  78756. /**
  78757. * Copy an animation range from another bone
  78758. * @param source defines the source bone
  78759. * @param rangeName defines the range name to copy
  78760. * @param frameOffset defines the frame offset
  78761. * @param rescaleAsRequired defines if rescaling must be applied if required
  78762. * @param skelDimensionsRatio defines the scaling ratio
  78763. * @returns true if operation was successful
  78764. */
  78765. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78766. }
  78767. }
  78768. declare module BABYLON {
  78769. /**
  78770. * Class used to override all child animations of a given target
  78771. */
  78772. export class AnimationPropertiesOverride {
  78773. /**
  78774. * Gets or sets a value indicating if animation blending must be used
  78775. */
  78776. enableBlending: boolean;
  78777. /**
  78778. * Gets or sets the blending speed to use when enableBlending is true
  78779. */
  78780. blendingSpeed: number;
  78781. /**
  78782. * Gets or sets the default loop mode to use
  78783. */
  78784. loopMode: number;
  78785. }
  78786. }
  78787. declare module BABYLON {
  78788. /**
  78789. * Class used to handle skinning animations
  78790. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78791. */
  78792. export class Skeleton implements IAnimatable {
  78793. /** defines the skeleton name */
  78794. name: string;
  78795. /** defines the skeleton Id */
  78796. id: string;
  78797. /**
  78798. * Defines the list of child bones
  78799. */
  78800. bones: Bone[];
  78801. /**
  78802. * Defines an estimate of the dimension of the skeleton at rest
  78803. */
  78804. dimensionsAtRest: Vector3;
  78805. /**
  78806. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78807. */
  78808. needInitialSkinMatrix: boolean;
  78809. /**
  78810. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78811. */
  78812. overrideMesh: Nullable<AbstractMesh>;
  78813. /**
  78814. * Gets the list of animations attached to this skeleton
  78815. */
  78816. animations: Array<Animation>;
  78817. private _scene;
  78818. private _isDirty;
  78819. private _transformMatrices;
  78820. private _transformMatrixTexture;
  78821. private _meshesWithPoseMatrix;
  78822. private _animatables;
  78823. private _identity;
  78824. private _synchronizedWithMesh;
  78825. private _ranges;
  78826. private _lastAbsoluteTransformsUpdateId;
  78827. private _canUseTextureForBones;
  78828. private _uniqueId;
  78829. /** @hidden */
  78830. _numBonesWithLinkedTransformNode: number;
  78831. /** @hidden */
  78832. _hasWaitingData: Nullable<boolean>;
  78833. /**
  78834. * Specifies if the skeleton should be serialized
  78835. */
  78836. doNotSerialize: boolean;
  78837. private _useTextureToStoreBoneMatrices;
  78838. /**
  78839. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78840. * Please note that this option is not available if the hardware does not support it
  78841. */
  78842. useTextureToStoreBoneMatrices: boolean;
  78843. private _animationPropertiesOverride;
  78844. /**
  78845. * Gets or sets the animation properties override
  78846. */
  78847. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78848. /**
  78849. * List of inspectable custom properties (used by the Inspector)
  78850. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78851. */
  78852. inspectableCustomProperties: IInspectable[];
  78853. /**
  78854. * An observable triggered before computing the skeleton's matrices
  78855. */
  78856. onBeforeComputeObservable: Observable<Skeleton>;
  78857. /**
  78858. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78859. */
  78860. readonly isUsingTextureForMatrices: boolean;
  78861. /**
  78862. * Gets the unique ID of this skeleton
  78863. */
  78864. readonly uniqueId: number;
  78865. /**
  78866. * Creates a new skeleton
  78867. * @param name defines the skeleton name
  78868. * @param id defines the skeleton Id
  78869. * @param scene defines the hosting scene
  78870. */
  78871. constructor(
  78872. /** defines the skeleton name */
  78873. name: string,
  78874. /** defines the skeleton Id */
  78875. id: string, scene: Scene);
  78876. /**
  78877. * Gets the current object class name.
  78878. * @return the class name
  78879. */
  78880. getClassName(): string;
  78881. /**
  78882. * Returns an array containing the root bones
  78883. * @returns an array containing the root bones
  78884. */
  78885. getChildren(): Array<Bone>;
  78886. /**
  78887. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78888. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78889. * @returns a Float32Array containing matrices data
  78890. */
  78891. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78892. /**
  78893. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78894. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78895. * @returns a raw texture containing the data
  78896. */
  78897. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78898. /**
  78899. * Gets the current hosting scene
  78900. * @returns a scene object
  78901. */
  78902. getScene(): Scene;
  78903. /**
  78904. * Gets a string representing the current skeleton data
  78905. * @param fullDetails defines a boolean indicating if we want a verbose version
  78906. * @returns a string representing the current skeleton data
  78907. */
  78908. toString(fullDetails?: boolean): string;
  78909. /**
  78910. * Get bone's index searching by name
  78911. * @param name defines bone's name to search for
  78912. * @return the indice of the bone. Returns -1 if not found
  78913. */
  78914. getBoneIndexByName(name: string): number;
  78915. /**
  78916. * Creater a new animation range
  78917. * @param name defines the name of the range
  78918. * @param from defines the start key
  78919. * @param to defines the end key
  78920. */
  78921. createAnimationRange(name: string, from: number, to: number): void;
  78922. /**
  78923. * Delete a specific animation range
  78924. * @param name defines the name of the range
  78925. * @param deleteFrames defines if frames must be removed as well
  78926. */
  78927. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78928. /**
  78929. * Gets a specific animation range
  78930. * @param name defines the name of the range to look for
  78931. * @returns the requested animation range or null if not found
  78932. */
  78933. getAnimationRange(name: string): Nullable<AnimationRange>;
  78934. /**
  78935. * Gets the list of all animation ranges defined on this skeleton
  78936. * @returns an array
  78937. */
  78938. getAnimationRanges(): Nullable<AnimationRange>[];
  78939. /**
  78940. * Copy animation range from a source skeleton.
  78941. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78942. * @param source defines the source skeleton
  78943. * @param name defines the name of the range to copy
  78944. * @param rescaleAsRequired defines if rescaling must be applied if required
  78945. * @returns true if operation was successful
  78946. */
  78947. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78948. /**
  78949. * Forces the skeleton to go to rest pose
  78950. */
  78951. returnToRest(): void;
  78952. private _getHighestAnimationFrame;
  78953. /**
  78954. * Begin a specific animation range
  78955. * @param name defines the name of the range to start
  78956. * @param loop defines if looping must be turned on (false by default)
  78957. * @param speedRatio defines the speed ratio to apply (1 by default)
  78958. * @param onAnimationEnd defines a callback which will be called when animation will end
  78959. * @returns a new animatable
  78960. */
  78961. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78962. /** @hidden */
  78963. _markAsDirty(): void;
  78964. /** @hidden */
  78965. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78966. /** @hidden */
  78967. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78968. private _computeTransformMatrices;
  78969. /**
  78970. * Build all resources required to render a skeleton
  78971. */
  78972. prepare(): void;
  78973. /**
  78974. * Gets the list of animatables currently running for this skeleton
  78975. * @returns an array of animatables
  78976. */
  78977. getAnimatables(): IAnimatable[];
  78978. /**
  78979. * Clone the current skeleton
  78980. * @param name defines the name of the new skeleton
  78981. * @param id defines the id of the new skeleton
  78982. * @returns the new skeleton
  78983. */
  78984. clone(name: string, id: string): Skeleton;
  78985. /**
  78986. * Enable animation blending for this skeleton
  78987. * @param blendingSpeed defines the blending speed to apply
  78988. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78989. */
  78990. enableBlending(blendingSpeed?: number): void;
  78991. /**
  78992. * Releases all resources associated with the current skeleton
  78993. */
  78994. dispose(): void;
  78995. /**
  78996. * Serialize the skeleton in a JSON object
  78997. * @returns a JSON object
  78998. */
  78999. serialize(): any;
  79000. /**
  79001. * Creates a new skeleton from serialized data
  79002. * @param parsedSkeleton defines the serialized data
  79003. * @param scene defines the hosting scene
  79004. * @returns a new skeleton
  79005. */
  79006. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  79007. /**
  79008. * Compute all node absolute transforms
  79009. * @param forceUpdate defines if computation must be done even if cache is up to date
  79010. */
  79011. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  79012. /**
  79013. * Gets the root pose matrix
  79014. * @returns a matrix
  79015. */
  79016. getPoseMatrix(): Nullable<Matrix>;
  79017. /**
  79018. * Sorts bones per internal index
  79019. */
  79020. sortBones(): void;
  79021. private _sortBones;
  79022. }
  79023. }
  79024. declare module BABYLON {
  79025. /**
  79026. * Class used to store bone information
  79027. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  79028. */
  79029. export class Bone extends Node {
  79030. /**
  79031. * defines the bone name
  79032. */
  79033. name: string;
  79034. private static _tmpVecs;
  79035. private static _tmpQuat;
  79036. private static _tmpMats;
  79037. /**
  79038. * Gets the list of child bones
  79039. */
  79040. children: Bone[];
  79041. /** Gets the animations associated with this bone */
  79042. animations: Animation[];
  79043. /**
  79044. * Gets or sets bone length
  79045. */
  79046. length: number;
  79047. /**
  79048. * @hidden Internal only
  79049. * Set this value to map this bone to a different index in the transform matrices
  79050. * Set this value to -1 to exclude the bone from the transform matrices
  79051. */
  79052. _index: Nullable<number>;
  79053. private _skeleton;
  79054. private _localMatrix;
  79055. private _restPose;
  79056. private _baseMatrix;
  79057. private _absoluteTransform;
  79058. private _invertedAbsoluteTransform;
  79059. private _parent;
  79060. private _scalingDeterminant;
  79061. private _worldTransform;
  79062. private _localScaling;
  79063. private _localRotation;
  79064. private _localPosition;
  79065. private _needToDecompose;
  79066. private _needToCompose;
  79067. /** @hidden */
  79068. _linkedTransformNode: Nullable<TransformNode>;
  79069. /** @hidden */
  79070. _waitingTransformNodeId: Nullable<string>;
  79071. /** @hidden */
  79072. /** @hidden */
  79073. _matrix: Matrix;
  79074. /**
  79075. * Create a new bone
  79076. * @param name defines the bone name
  79077. * @param skeleton defines the parent skeleton
  79078. * @param parentBone defines the parent (can be null if the bone is the root)
  79079. * @param localMatrix defines the local matrix
  79080. * @param restPose defines the rest pose matrix
  79081. * @param baseMatrix defines the base matrix
  79082. * @param index defines index of the bone in the hiearchy
  79083. */
  79084. constructor(
  79085. /**
  79086. * defines the bone name
  79087. */
  79088. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  79089. /**
  79090. * Gets the current object class name.
  79091. * @return the class name
  79092. */
  79093. getClassName(): string;
  79094. /**
  79095. * Gets the parent skeleton
  79096. * @returns a skeleton
  79097. */
  79098. getSkeleton(): Skeleton;
  79099. /**
  79100. * Gets parent bone
  79101. * @returns a bone or null if the bone is the root of the bone hierarchy
  79102. */
  79103. getParent(): Nullable<Bone>;
  79104. /**
  79105. * Returns an array containing the root bones
  79106. * @returns an array containing the root bones
  79107. */
  79108. getChildren(): Array<Bone>;
  79109. /**
  79110. * Sets the parent bone
  79111. * @param parent defines the parent (can be null if the bone is the root)
  79112. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79113. */
  79114. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  79115. /**
  79116. * Gets the local matrix
  79117. * @returns a matrix
  79118. */
  79119. getLocalMatrix(): Matrix;
  79120. /**
  79121. * Gets the base matrix (initial matrix which remains unchanged)
  79122. * @returns a matrix
  79123. */
  79124. getBaseMatrix(): Matrix;
  79125. /**
  79126. * Gets the rest pose matrix
  79127. * @returns a matrix
  79128. */
  79129. getRestPose(): Matrix;
  79130. /**
  79131. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  79132. */
  79133. getWorldMatrix(): Matrix;
  79134. /**
  79135. * Sets the local matrix to rest pose matrix
  79136. */
  79137. returnToRest(): void;
  79138. /**
  79139. * Gets the inverse of the absolute transform matrix.
  79140. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  79141. * @returns a matrix
  79142. */
  79143. getInvertedAbsoluteTransform(): Matrix;
  79144. /**
  79145. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  79146. * @returns a matrix
  79147. */
  79148. getAbsoluteTransform(): Matrix;
  79149. /**
  79150. * Links with the given transform node.
  79151. * The local matrix of this bone is copied from the transform node every frame.
  79152. * @param transformNode defines the transform node to link to
  79153. */
  79154. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  79155. /**
  79156. * Gets the node used to drive the bone's transformation
  79157. * @returns a transform node or null
  79158. */
  79159. getTransformNode(): Nullable<TransformNode>;
  79160. /** Gets or sets current position (in local space) */
  79161. position: Vector3;
  79162. /** Gets or sets current rotation (in local space) */
  79163. rotation: Vector3;
  79164. /** Gets or sets current rotation quaternion (in local space) */
  79165. rotationQuaternion: Quaternion;
  79166. /** Gets or sets current scaling (in local space) */
  79167. scaling: Vector3;
  79168. /**
  79169. * Gets the animation properties override
  79170. */
  79171. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  79172. private _decompose;
  79173. private _compose;
  79174. /**
  79175. * Update the base and local matrices
  79176. * @param matrix defines the new base or local matrix
  79177. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79178. * @param updateLocalMatrix defines if the local matrix should be updated
  79179. */
  79180. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79181. /** @hidden */
  79182. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79183. /**
  79184. * Flag the bone as dirty (Forcing it to update everything)
  79185. */
  79186. markAsDirty(): void;
  79187. /** @hidden */
  79188. _markAsDirtyAndCompose(): void;
  79189. private _markAsDirtyAndDecompose;
  79190. /**
  79191. * Translate the bone in local or world space
  79192. * @param vec The amount to translate the bone
  79193. * @param space The space that the translation is in
  79194. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79195. */
  79196. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79197. /**
  79198. * Set the postion of the bone in local or world space
  79199. * @param position The position to set the bone
  79200. * @param space The space that the position is in
  79201. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79202. */
  79203. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79204. /**
  79205. * Set the absolute position of the bone (world space)
  79206. * @param position The position to set the bone
  79207. * @param mesh The mesh that this bone is attached to
  79208. */
  79209. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79210. /**
  79211. * Scale the bone on the x, y and z axes (in local space)
  79212. * @param x The amount to scale the bone on the x axis
  79213. * @param y The amount to scale the bone on the y axis
  79214. * @param z The amount to scale the bone on the z axis
  79215. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79216. */
  79217. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79218. /**
  79219. * Set the bone scaling in local space
  79220. * @param scale defines the scaling vector
  79221. */
  79222. setScale(scale: Vector3): void;
  79223. /**
  79224. * Gets the current scaling in local space
  79225. * @returns the current scaling vector
  79226. */
  79227. getScale(): Vector3;
  79228. /**
  79229. * Gets the current scaling in local space and stores it in a target vector
  79230. * @param result defines the target vector
  79231. */
  79232. getScaleToRef(result: Vector3): void;
  79233. /**
  79234. * Set the yaw, pitch, and roll of the bone in local or world space
  79235. * @param yaw The rotation of the bone on the y axis
  79236. * @param pitch The rotation of the bone on the x axis
  79237. * @param roll The rotation of the bone on the z axis
  79238. * @param space The space that the axes of rotation are in
  79239. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79240. */
  79241. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79242. /**
  79243. * Add a rotation to the bone on an axis in local or world space
  79244. * @param axis The axis to rotate the bone on
  79245. * @param amount The amount to rotate the bone
  79246. * @param space The space that the axis is in
  79247. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79248. */
  79249. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79250. /**
  79251. * Set the rotation of the bone to a particular axis angle in local or world space
  79252. * @param axis The axis to rotate the bone on
  79253. * @param angle The angle that the bone should be rotated to
  79254. * @param space The space that the axis is in
  79255. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79256. */
  79257. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79258. /**
  79259. * Set the euler rotation of the bone in local of world space
  79260. * @param rotation The euler rotation that the bone should be set to
  79261. * @param space The space that the rotation is in
  79262. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79263. */
  79264. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79265. /**
  79266. * Set the quaternion rotation of the bone in local of world space
  79267. * @param quat The quaternion rotation that the bone should be set to
  79268. * @param space The space that the rotation is in
  79269. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79270. */
  79271. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79272. /**
  79273. * Set the rotation matrix of the bone in local of world space
  79274. * @param rotMat The rotation matrix that the bone should be set to
  79275. * @param space The space that the rotation is in
  79276. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79277. */
  79278. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79279. private _rotateWithMatrix;
  79280. private _getNegativeRotationToRef;
  79281. /**
  79282. * Get the position of the bone in local or world space
  79283. * @param space The space that the returned position is in
  79284. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79285. * @returns The position of the bone
  79286. */
  79287. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79288. /**
  79289. * Copy the position of the bone to a vector3 in local or world space
  79290. * @param space The space that the returned position is in
  79291. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79292. * @param result The vector3 to copy the position to
  79293. */
  79294. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79295. /**
  79296. * Get the absolute position of the bone (world space)
  79297. * @param mesh The mesh that this bone is attached to
  79298. * @returns The absolute position of the bone
  79299. */
  79300. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79301. /**
  79302. * Copy the absolute position of the bone (world space) to the result param
  79303. * @param mesh The mesh that this bone is attached to
  79304. * @param result The vector3 to copy the absolute position to
  79305. */
  79306. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79307. /**
  79308. * Compute the absolute transforms of this bone and its children
  79309. */
  79310. computeAbsoluteTransforms(): void;
  79311. /**
  79312. * Get the world direction from an axis that is in the local space of the bone
  79313. * @param localAxis The local direction that is used to compute the world direction
  79314. * @param mesh The mesh that this bone is attached to
  79315. * @returns The world direction
  79316. */
  79317. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79318. /**
  79319. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79320. * @param localAxis The local direction that is used to compute the world direction
  79321. * @param mesh The mesh that this bone is attached to
  79322. * @param result The vector3 that the world direction will be copied to
  79323. */
  79324. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79325. /**
  79326. * Get the euler rotation of the bone in local or world space
  79327. * @param space The space that the rotation should be in
  79328. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79329. * @returns The euler rotation
  79330. */
  79331. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79332. /**
  79333. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79334. * @param space The space that the rotation should be in
  79335. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79336. * @param result The vector3 that the rotation should be copied to
  79337. */
  79338. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79339. /**
  79340. * Get the quaternion rotation of the bone in either local or world space
  79341. * @param space The space that the rotation should be in
  79342. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79343. * @returns The quaternion rotation
  79344. */
  79345. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79346. /**
  79347. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79348. * @param space The space that the rotation should be in
  79349. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79350. * @param result The quaternion that the rotation should be copied to
  79351. */
  79352. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79353. /**
  79354. * Get the rotation matrix of the bone in local or world space
  79355. * @param space The space that the rotation should be in
  79356. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79357. * @returns The rotation matrix
  79358. */
  79359. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79360. /**
  79361. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79362. * @param space The space that the rotation should be in
  79363. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79364. * @param result The quaternion that the rotation should be copied to
  79365. */
  79366. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79367. /**
  79368. * Get the world position of a point that is in the local space of the bone
  79369. * @param position The local position
  79370. * @param mesh The mesh that this bone is attached to
  79371. * @returns The world position
  79372. */
  79373. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79374. /**
  79375. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79376. * @param position The local position
  79377. * @param mesh The mesh that this bone is attached to
  79378. * @param result The vector3 that the world position should be copied to
  79379. */
  79380. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79381. /**
  79382. * Get the local position of a point that is in world space
  79383. * @param position The world position
  79384. * @param mesh The mesh that this bone is attached to
  79385. * @returns The local position
  79386. */
  79387. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79388. /**
  79389. * Get the local position of a point that is in world space and copy it to the result param
  79390. * @param position The world position
  79391. * @param mesh The mesh that this bone is attached to
  79392. * @param result The vector3 that the local position should be copied to
  79393. */
  79394. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79395. }
  79396. }
  79397. declare module BABYLON {
  79398. /**
  79399. * 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.
  79400. * @see https://doc.babylonjs.com/how_to/transformnode
  79401. */
  79402. export class TransformNode extends Node {
  79403. /**
  79404. * Object will not rotate to face the camera
  79405. */
  79406. static BILLBOARDMODE_NONE: number;
  79407. /**
  79408. * Object will rotate to face the camera but only on the x axis
  79409. */
  79410. static BILLBOARDMODE_X: number;
  79411. /**
  79412. * Object will rotate to face the camera but only on the y axis
  79413. */
  79414. static BILLBOARDMODE_Y: number;
  79415. /**
  79416. * Object will rotate to face the camera but only on the z axis
  79417. */
  79418. static BILLBOARDMODE_Z: number;
  79419. /**
  79420. * Object will rotate to face the camera
  79421. */
  79422. static BILLBOARDMODE_ALL: number;
  79423. /**
  79424. * Object will rotate to face the camera's position instead of orientation
  79425. */
  79426. static BILLBOARDMODE_USE_POSITION: number;
  79427. private _forward;
  79428. private _forwardInverted;
  79429. private _up;
  79430. private _right;
  79431. private _rightInverted;
  79432. private _position;
  79433. private _rotation;
  79434. private _rotationQuaternion;
  79435. protected _scaling: Vector3;
  79436. protected _isDirty: boolean;
  79437. private _transformToBoneReferal;
  79438. private _isAbsoluteSynced;
  79439. private _billboardMode;
  79440. /**
  79441. * Gets or sets the billboard mode. Default is 0.
  79442. *
  79443. * | Value | Type | Description |
  79444. * | --- | --- | --- |
  79445. * | 0 | BILLBOARDMODE_NONE | |
  79446. * | 1 | BILLBOARDMODE_X | |
  79447. * | 2 | BILLBOARDMODE_Y | |
  79448. * | 4 | BILLBOARDMODE_Z | |
  79449. * | 7 | BILLBOARDMODE_ALL | |
  79450. *
  79451. */
  79452. billboardMode: number;
  79453. private _preserveParentRotationForBillboard;
  79454. /**
  79455. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79456. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79457. */
  79458. preserveParentRotationForBillboard: boolean;
  79459. /**
  79460. * 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
  79461. */
  79462. scalingDeterminant: number;
  79463. private _infiniteDistance;
  79464. /**
  79465. * Gets or sets the distance of the object to max, often used by skybox
  79466. */
  79467. infiniteDistance: boolean;
  79468. /**
  79469. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79470. * By default the system will update normals to compensate
  79471. */
  79472. ignoreNonUniformScaling: boolean;
  79473. /**
  79474. * 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
  79475. */
  79476. reIntegrateRotationIntoRotationQuaternion: boolean;
  79477. /** @hidden */
  79478. _poseMatrix: Nullable<Matrix>;
  79479. /** @hidden */
  79480. _localMatrix: Matrix;
  79481. private _usePivotMatrix;
  79482. private _absolutePosition;
  79483. private _absoluteScaling;
  79484. private _absoluteRotationQuaternion;
  79485. private _pivotMatrix;
  79486. private _pivotMatrixInverse;
  79487. protected _postMultiplyPivotMatrix: boolean;
  79488. protected _isWorldMatrixFrozen: boolean;
  79489. /** @hidden */
  79490. _indexInSceneTransformNodesArray: number;
  79491. /**
  79492. * An event triggered after the world matrix is updated
  79493. */
  79494. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79495. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79496. /**
  79497. * Gets a string identifying the name of the class
  79498. * @returns "TransformNode" string
  79499. */
  79500. getClassName(): string;
  79501. /**
  79502. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79503. */
  79504. position: Vector3;
  79505. /**
  79506. * 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)).
  79507. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79508. */
  79509. rotation: Vector3;
  79510. /**
  79511. * 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)).
  79512. */
  79513. scaling: Vector3;
  79514. /**
  79515. * 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).
  79516. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79517. */
  79518. rotationQuaternion: Nullable<Quaternion>;
  79519. /**
  79520. * The forward direction of that transform in world space.
  79521. */
  79522. readonly forward: Vector3;
  79523. /**
  79524. * The up direction of that transform in world space.
  79525. */
  79526. readonly up: Vector3;
  79527. /**
  79528. * The right direction of that transform in world space.
  79529. */
  79530. readonly right: Vector3;
  79531. /**
  79532. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79533. * @param matrix the matrix to copy the pose from
  79534. * @returns this TransformNode.
  79535. */
  79536. updatePoseMatrix(matrix: Matrix): TransformNode;
  79537. /**
  79538. * Returns the mesh Pose matrix.
  79539. * @returns the pose matrix
  79540. */
  79541. getPoseMatrix(): Matrix;
  79542. /** @hidden */
  79543. _isSynchronized(): boolean;
  79544. /** @hidden */
  79545. _initCache(): void;
  79546. /**
  79547. * Flag the transform node as dirty (Forcing it to update everything)
  79548. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79549. * @returns this transform node
  79550. */
  79551. markAsDirty(property: string): TransformNode;
  79552. /**
  79553. * Returns the current mesh absolute position.
  79554. * Returns a Vector3.
  79555. */
  79556. readonly absolutePosition: Vector3;
  79557. /**
  79558. * Returns the current mesh absolute scaling.
  79559. * Returns a Vector3.
  79560. */
  79561. readonly absoluteScaling: Vector3;
  79562. /**
  79563. * Returns the current mesh absolute rotation.
  79564. * Returns a Quaternion.
  79565. */
  79566. readonly absoluteRotationQuaternion: Quaternion;
  79567. /**
  79568. * Sets a new matrix to apply before all other transformation
  79569. * @param matrix defines the transform matrix
  79570. * @returns the current TransformNode
  79571. */
  79572. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79573. /**
  79574. * Sets a new pivot matrix to the current node
  79575. * @param matrix defines the new pivot matrix to use
  79576. * @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
  79577. * @returns the current TransformNode
  79578. */
  79579. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79580. /**
  79581. * Returns the mesh pivot matrix.
  79582. * Default : Identity.
  79583. * @returns the matrix
  79584. */
  79585. getPivotMatrix(): Matrix;
  79586. /**
  79587. * Instantiate (when possible) or clone that node with its hierarchy
  79588. * @param newParent defines the new parent to use for the instance (or clone)
  79589. * @returns an instance (or a clone) of the current node with its hiearchy
  79590. */
  79591. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79592. /**
  79593. * Prevents the World matrix to be computed any longer
  79594. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79595. * @returns the TransformNode.
  79596. */
  79597. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79598. /**
  79599. * Allows back the World matrix computation.
  79600. * @returns the TransformNode.
  79601. */
  79602. unfreezeWorldMatrix(): this;
  79603. /**
  79604. * True if the World matrix has been frozen.
  79605. */
  79606. readonly isWorldMatrixFrozen: boolean;
  79607. /**
  79608. * Retuns the mesh absolute position in the World.
  79609. * @returns a Vector3.
  79610. */
  79611. getAbsolutePosition(): Vector3;
  79612. /**
  79613. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79614. * @param absolutePosition the absolute position to set
  79615. * @returns the TransformNode.
  79616. */
  79617. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79618. /**
  79619. * Sets the mesh position in its local space.
  79620. * @param vector3 the position to set in localspace
  79621. * @returns the TransformNode.
  79622. */
  79623. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79624. /**
  79625. * Returns the mesh position in the local space from the current World matrix values.
  79626. * @returns a new Vector3.
  79627. */
  79628. getPositionExpressedInLocalSpace(): Vector3;
  79629. /**
  79630. * Translates the mesh along the passed Vector3 in its local space.
  79631. * @param vector3 the distance to translate in localspace
  79632. * @returns the TransformNode.
  79633. */
  79634. locallyTranslate(vector3: Vector3): TransformNode;
  79635. private static _lookAtVectorCache;
  79636. /**
  79637. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79638. * @param targetPoint the position (must be in same space as current mesh) to look at
  79639. * @param yawCor optional yaw (y-axis) correction in radians
  79640. * @param pitchCor optional pitch (x-axis) correction in radians
  79641. * @param rollCor optional roll (z-axis) correction in radians
  79642. * @param space the choosen space of the target
  79643. * @returns the TransformNode.
  79644. */
  79645. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79646. /**
  79647. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79648. * This Vector3 is expressed in the World space.
  79649. * @param localAxis axis to rotate
  79650. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79651. */
  79652. getDirection(localAxis: Vector3): Vector3;
  79653. /**
  79654. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79655. * localAxis is expressed in the mesh local space.
  79656. * result is computed in the Wordl space from the mesh World matrix.
  79657. * @param localAxis axis to rotate
  79658. * @param result the resulting transformnode
  79659. * @returns this TransformNode.
  79660. */
  79661. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79662. /**
  79663. * Sets this transform node rotation to the given local axis.
  79664. * @param localAxis the axis in local space
  79665. * @param yawCor optional yaw (y-axis) correction in radians
  79666. * @param pitchCor optional pitch (x-axis) correction in radians
  79667. * @param rollCor optional roll (z-axis) correction in radians
  79668. * @returns this TransformNode
  79669. */
  79670. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79671. /**
  79672. * Sets a new pivot point to the current node
  79673. * @param point defines the new pivot point to use
  79674. * @param space defines if the point is in world or local space (local by default)
  79675. * @returns the current TransformNode
  79676. */
  79677. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79678. /**
  79679. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79680. * @returns the pivot point
  79681. */
  79682. getPivotPoint(): Vector3;
  79683. /**
  79684. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79685. * @param result the vector3 to store the result
  79686. * @returns this TransformNode.
  79687. */
  79688. getPivotPointToRef(result: Vector3): TransformNode;
  79689. /**
  79690. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79691. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79692. */
  79693. getAbsolutePivotPoint(): Vector3;
  79694. /**
  79695. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79696. * @param result vector3 to store the result
  79697. * @returns this TransformNode.
  79698. */
  79699. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79700. /**
  79701. * Defines the passed node as the parent of the current node.
  79702. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79703. * @see https://doc.babylonjs.com/how_to/parenting
  79704. * @param node the node ot set as the parent
  79705. * @returns this TransformNode.
  79706. */
  79707. setParent(node: Nullable<Node>): TransformNode;
  79708. private _nonUniformScaling;
  79709. /**
  79710. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79711. */
  79712. readonly nonUniformScaling: boolean;
  79713. /** @hidden */
  79714. _updateNonUniformScalingState(value: boolean): boolean;
  79715. /**
  79716. * Attach the current TransformNode to another TransformNode associated with a bone
  79717. * @param bone Bone affecting the TransformNode
  79718. * @param affectedTransformNode TransformNode associated with the bone
  79719. * @returns this object
  79720. */
  79721. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79722. /**
  79723. * Detach the transform node if its associated with a bone
  79724. * @returns this object
  79725. */
  79726. detachFromBone(): TransformNode;
  79727. private static _rotationAxisCache;
  79728. /**
  79729. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79730. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79731. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79732. * The passed axis is also normalized.
  79733. * @param axis the axis to rotate around
  79734. * @param amount the amount to rotate in radians
  79735. * @param space Space to rotate in (Default: local)
  79736. * @returns the TransformNode.
  79737. */
  79738. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79739. /**
  79740. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79741. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79742. * The passed axis is also normalized. .
  79743. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79744. * @param point the point to rotate around
  79745. * @param axis the axis to rotate around
  79746. * @param amount the amount to rotate in radians
  79747. * @returns the TransformNode
  79748. */
  79749. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79750. /**
  79751. * Translates the mesh along the axis vector for the passed distance in the given space.
  79752. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79753. * @param axis the axis to translate in
  79754. * @param distance the distance to translate
  79755. * @param space Space to rotate in (Default: local)
  79756. * @returns the TransformNode.
  79757. */
  79758. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79759. /**
  79760. * Adds a rotation step to the mesh current rotation.
  79761. * x, y, z are Euler angles expressed in radians.
  79762. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79763. * This means this rotation is made in the mesh local space only.
  79764. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79765. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79766. * ```javascript
  79767. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79768. * ```
  79769. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79770. * 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.
  79771. * @param x Rotation to add
  79772. * @param y Rotation to add
  79773. * @param z Rotation to add
  79774. * @returns the TransformNode.
  79775. */
  79776. addRotation(x: number, y: number, z: number): TransformNode;
  79777. /**
  79778. * @hidden
  79779. */
  79780. protected _getEffectiveParent(): Nullable<Node>;
  79781. /**
  79782. * Computes the world matrix of the node
  79783. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79784. * @returns the world matrix
  79785. */
  79786. computeWorldMatrix(force?: boolean): Matrix;
  79787. protected _afterComputeWorldMatrix(): void;
  79788. /**
  79789. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79790. * @param func callback function to add
  79791. *
  79792. * @returns the TransformNode.
  79793. */
  79794. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79795. /**
  79796. * Removes a registered callback function.
  79797. * @param func callback function to remove
  79798. * @returns the TransformNode.
  79799. */
  79800. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79801. /**
  79802. * Gets the position of the current mesh in camera space
  79803. * @param camera defines the camera to use
  79804. * @returns a position
  79805. */
  79806. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79807. /**
  79808. * Returns the distance from the mesh to the active camera
  79809. * @param camera defines the camera to use
  79810. * @returns the distance
  79811. */
  79812. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79813. /**
  79814. * Clone the current transform node
  79815. * @param name Name of the new clone
  79816. * @param newParent New parent for the clone
  79817. * @param doNotCloneChildren Do not clone children hierarchy
  79818. * @returns the new transform node
  79819. */
  79820. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79821. /**
  79822. * Serializes the objects information.
  79823. * @param currentSerializationObject defines the object to serialize in
  79824. * @returns the serialized object
  79825. */
  79826. serialize(currentSerializationObject?: any): any;
  79827. /**
  79828. * Returns a new TransformNode object parsed from the source provided.
  79829. * @param parsedTransformNode is the source.
  79830. * @param scene the scne the object belongs to
  79831. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79832. * @returns a new TransformNode object parsed from the source provided.
  79833. */
  79834. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79835. /**
  79836. * Get all child-transformNodes of this node
  79837. * @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
  79838. * @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
  79839. * @returns an array of TransformNode
  79840. */
  79841. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79842. /**
  79843. * Releases resources associated with this transform node.
  79844. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79845. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79846. */
  79847. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79848. /**
  79849. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79850. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79851. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79852. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79853. * @returns the current mesh
  79854. */
  79855. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79856. private _syncAbsoluteScalingAndRotation;
  79857. }
  79858. }
  79859. declare module BABYLON {
  79860. /**
  79861. * Defines the types of pose enabled controllers that are supported
  79862. */
  79863. export enum PoseEnabledControllerType {
  79864. /**
  79865. * HTC Vive
  79866. */
  79867. VIVE = 0,
  79868. /**
  79869. * Oculus Rift
  79870. */
  79871. OCULUS = 1,
  79872. /**
  79873. * Windows mixed reality
  79874. */
  79875. WINDOWS = 2,
  79876. /**
  79877. * Samsung gear VR
  79878. */
  79879. GEAR_VR = 3,
  79880. /**
  79881. * Google Daydream
  79882. */
  79883. DAYDREAM = 4,
  79884. /**
  79885. * Generic
  79886. */
  79887. GENERIC = 5
  79888. }
  79889. /**
  79890. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79891. */
  79892. export interface MutableGamepadButton {
  79893. /**
  79894. * Value of the button/trigger
  79895. */
  79896. value: number;
  79897. /**
  79898. * If the button/trigger is currently touched
  79899. */
  79900. touched: boolean;
  79901. /**
  79902. * If the button/trigger is currently pressed
  79903. */
  79904. pressed: boolean;
  79905. }
  79906. /**
  79907. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79908. * @hidden
  79909. */
  79910. export interface ExtendedGamepadButton extends GamepadButton {
  79911. /**
  79912. * If the button/trigger is currently pressed
  79913. */
  79914. readonly pressed: boolean;
  79915. /**
  79916. * If the button/trigger is currently touched
  79917. */
  79918. readonly touched: boolean;
  79919. /**
  79920. * Value of the button/trigger
  79921. */
  79922. readonly value: number;
  79923. }
  79924. /** @hidden */
  79925. export interface _GamePadFactory {
  79926. /**
  79927. * Returns wether or not the current gamepad can be created for this type of controller.
  79928. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79929. * @returns true if it can be created, otherwise false
  79930. */
  79931. canCreate(gamepadInfo: any): boolean;
  79932. /**
  79933. * Creates a new instance of the Gamepad.
  79934. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79935. * @returns the new gamepad instance
  79936. */
  79937. create(gamepadInfo: any): Gamepad;
  79938. }
  79939. /**
  79940. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79941. */
  79942. export class PoseEnabledControllerHelper {
  79943. /** @hidden */
  79944. static _ControllerFactories: _GamePadFactory[];
  79945. /** @hidden */
  79946. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79947. /**
  79948. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79949. * @param vrGamepad the gamepad to initialized
  79950. * @returns a vr controller of the type the gamepad identified as
  79951. */
  79952. static InitiateController(vrGamepad: any): Gamepad;
  79953. }
  79954. /**
  79955. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79956. */
  79957. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79958. /**
  79959. * If the controller is used in a webXR session
  79960. */
  79961. isXR: boolean;
  79962. private _deviceRoomPosition;
  79963. private _deviceRoomRotationQuaternion;
  79964. /**
  79965. * The device position in babylon space
  79966. */
  79967. devicePosition: Vector3;
  79968. /**
  79969. * The device rotation in babylon space
  79970. */
  79971. deviceRotationQuaternion: Quaternion;
  79972. /**
  79973. * The scale factor of the device in babylon space
  79974. */
  79975. deviceScaleFactor: number;
  79976. /**
  79977. * (Likely devicePosition should be used instead) The device position in its room space
  79978. */
  79979. position: Vector3;
  79980. /**
  79981. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79982. */
  79983. rotationQuaternion: Quaternion;
  79984. /**
  79985. * The type of controller (Eg. Windows mixed reality)
  79986. */
  79987. controllerType: PoseEnabledControllerType;
  79988. protected _calculatedPosition: Vector3;
  79989. private _calculatedRotation;
  79990. /**
  79991. * The raw pose from the device
  79992. */
  79993. rawPose: DevicePose;
  79994. private _trackPosition;
  79995. private _maxRotationDistFromHeadset;
  79996. private _draggedRoomRotation;
  79997. /**
  79998. * @hidden
  79999. */
  80000. _disableTrackPosition(fixedPosition: Vector3): void;
  80001. /**
  80002. * Internal, the mesh attached to the controller
  80003. * @hidden
  80004. */
  80005. _mesh: Nullable<AbstractMesh>;
  80006. private _poseControlledCamera;
  80007. private _leftHandSystemQuaternion;
  80008. /**
  80009. * Internal, matrix used to convert room space to babylon space
  80010. * @hidden
  80011. */
  80012. _deviceToWorld: Matrix;
  80013. /**
  80014. * Node to be used when casting a ray from the controller
  80015. * @hidden
  80016. */
  80017. _pointingPoseNode: Nullable<TransformNode>;
  80018. /**
  80019. * Name of the child mesh that can be used to cast a ray from the controller
  80020. */
  80021. static readonly POINTING_POSE: string;
  80022. /**
  80023. * Creates a new PoseEnabledController from a gamepad
  80024. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  80025. */
  80026. constructor(browserGamepad: any);
  80027. private _workingMatrix;
  80028. /**
  80029. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  80030. */
  80031. update(): void;
  80032. /**
  80033. * Updates only the pose device and mesh without doing any button event checking
  80034. */
  80035. protected _updatePoseAndMesh(): void;
  80036. /**
  80037. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  80038. * @param poseData raw pose fromthe device
  80039. */
  80040. updateFromDevice(poseData: DevicePose): void;
  80041. /**
  80042. * @hidden
  80043. */
  80044. _meshAttachedObservable: Observable<AbstractMesh>;
  80045. /**
  80046. * Attaches a mesh to the controller
  80047. * @param mesh the mesh to be attached
  80048. */
  80049. attachToMesh(mesh: AbstractMesh): void;
  80050. /**
  80051. * Attaches the controllers mesh to a camera
  80052. * @param camera the camera the mesh should be attached to
  80053. */
  80054. attachToPoseControlledCamera(camera: TargetCamera): void;
  80055. /**
  80056. * Disposes of the controller
  80057. */
  80058. dispose(): void;
  80059. /**
  80060. * The mesh that is attached to the controller
  80061. */
  80062. readonly mesh: Nullable<AbstractMesh>;
  80063. /**
  80064. * Gets the ray of the controller in the direction the controller is pointing
  80065. * @param length the length the resulting ray should be
  80066. * @returns a ray in the direction the controller is pointing
  80067. */
  80068. getForwardRay(length?: number): Ray;
  80069. }
  80070. }
  80071. declare module BABYLON {
  80072. /**
  80073. * Defines the WebVRController object that represents controllers tracked in 3D space
  80074. */
  80075. export abstract class WebVRController extends PoseEnabledController {
  80076. /**
  80077. * Internal, the default controller model for the controller
  80078. */
  80079. protected _defaultModel: AbstractMesh;
  80080. /**
  80081. * Fired when the trigger state has changed
  80082. */
  80083. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  80084. /**
  80085. * Fired when the main button state has changed
  80086. */
  80087. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80088. /**
  80089. * Fired when the secondary button state has changed
  80090. */
  80091. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80092. /**
  80093. * Fired when the pad state has changed
  80094. */
  80095. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  80096. /**
  80097. * Fired when controllers stick values have changed
  80098. */
  80099. onPadValuesChangedObservable: Observable<StickValues>;
  80100. /**
  80101. * Array of button availible on the controller
  80102. */
  80103. protected _buttons: Array<MutableGamepadButton>;
  80104. private _onButtonStateChange;
  80105. /**
  80106. * Fired when a controller button's state has changed
  80107. * @param callback the callback containing the button that was modified
  80108. */
  80109. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  80110. /**
  80111. * X and Y axis corresponding to the controllers joystick
  80112. */
  80113. pad: StickValues;
  80114. /**
  80115. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  80116. */
  80117. hand: string;
  80118. /**
  80119. * The default controller model for the controller
  80120. */
  80121. readonly defaultModel: AbstractMesh;
  80122. /**
  80123. * Creates a new WebVRController from a gamepad
  80124. * @param vrGamepad the gamepad that the WebVRController should be created from
  80125. */
  80126. constructor(vrGamepad: any);
  80127. /**
  80128. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  80129. */
  80130. update(): void;
  80131. /**
  80132. * Function to be called when a button is modified
  80133. */
  80134. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  80135. /**
  80136. * Loads a mesh and attaches it to the controller
  80137. * @param scene the scene the mesh should be added to
  80138. * @param meshLoaded callback for when the mesh has been loaded
  80139. */
  80140. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  80141. private _setButtonValue;
  80142. private _changes;
  80143. private _checkChanges;
  80144. /**
  80145. * Disposes of th webVRCOntroller
  80146. */
  80147. dispose(): void;
  80148. }
  80149. }
  80150. declare module BABYLON {
  80151. /**
  80152. * The HemisphericLight simulates the ambient environment light,
  80153. * so the passed direction is the light reflection direction, not the incoming direction.
  80154. */
  80155. export class HemisphericLight extends Light {
  80156. /**
  80157. * The groundColor is the light in the opposite direction to the one specified during creation.
  80158. * 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.
  80159. */
  80160. groundColor: Color3;
  80161. /**
  80162. * The light reflection direction, not the incoming direction.
  80163. */
  80164. direction: Vector3;
  80165. /**
  80166. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  80167. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  80168. * The HemisphericLight can't cast shadows.
  80169. * Documentation : https://doc.babylonjs.com/babylon101/lights
  80170. * @param name The friendly name of the light
  80171. * @param direction The direction of the light reflection
  80172. * @param scene The scene the light belongs to
  80173. */
  80174. constructor(name: string, direction: Vector3, scene: Scene);
  80175. protected _buildUniformLayout(): void;
  80176. /**
  80177. * Returns the string "HemisphericLight".
  80178. * @return The class name
  80179. */
  80180. getClassName(): string;
  80181. /**
  80182. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80183. * Returns the updated direction.
  80184. * @param target The target the direction should point to
  80185. * @return The computed direction
  80186. */
  80187. setDirectionToTarget(target: Vector3): Vector3;
  80188. /**
  80189. * Returns the shadow generator associated to the light.
  80190. * @returns Always null for hemispheric lights because it does not support shadows.
  80191. */
  80192. getShadowGenerator(): Nullable<IShadowGenerator>;
  80193. /**
  80194. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80195. * @param effect The effect to update
  80196. * @param lightIndex The index of the light in the effect to update
  80197. * @returns The hemispheric light
  80198. */
  80199. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80200. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80201. /**
  80202. * Computes the world matrix of the node
  80203. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80204. * @param useWasUpdatedFlag defines a reserved property
  80205. * @returns the world matrix
  80206. */
  80207. computeWorldMatrix(): Matrix;
  80208. /**
  80209. * Returns the integer 3.
  80210. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80211. */
  80212. getTypeID(): number;
  80213. /**
  80214. * Prepares the list of defines specific to the light type.
  80215. * @param defines the list of defines
  80216. * @param lightIndex defines the index of the light for the effect
  80217. */
  80218. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80219. }
  80220. }
  80221. declare module BABYLON {
  80222. /** @hidden */
  80223. export var vrMultiviewToSingleviewPixelShader: {
  80224. name: string;
  80225. shader: string;
  80226. };
  80227. }
  80228. declare module BABYLON {
  80229. /**
  80230. * Renders to multiple views with a single draw call
  80231. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80232. */
  80233. export class MultiviewRenderTarget extends RenderTargetTexture {
  80234. /**
  80235. * Creates a multiview render target
  80236. * @param scene scene used with the render target
  80237. * @param size the size of the render target (used for each view)
  80238. */
  80239. constructor(scene: Scene, size?: number | {
  80240. width: number;
  80241. height: number;
  80242. } | {
  80243. ratio: number;
  80244. });
  80245. /**
  80246. * @hidden
  80247. * @param faceIndex the face index, if its a cube texture
  80248. */
  80249. _bindFrameBuffer(faceIndex?: number): void;
  80250. /**
  80251. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80252. * @returns the view count
  80253. */
  80254. getViewCount(): number;
  80255. }
  80256. }
  80257. declare module BABYLON {
  80258. /**
  80259. * Represents a camera frustum
  80260. */
  80261. export class Frustum {
  80262. /**
  80263. * Gets the planes representing the frustum
  80264. * @param transform matrix to be applied to the returned planes
  80265. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80266. */
  80267. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80268. /**
  80269. * Gets the near frustum plane transformed by the transform matrix
  80270. * @param transform transformation matrix to be applied to the resulting frustum plane
  80271. * @param frustumPlane the resuling frustum plane
  80272. */
  80273. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80274. /**
  80275. * Gets the far frustum plane transformed by the transform matrix
  80276. * @param transform transformation matrix to be applied to the resulting frustum plane
  80277. * @param frustumPlane the resuling frustum plane
  80278. */
  80279. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80280. /**
  80281. * Gets the left frustum plane transformed by the transform matrix
  80282. * @param transform transformation matrix to be applied to the resulting frustum plane
  80283. * @param frustumPlane the resuling frustum plane
  80284. */
  80285. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80286. /**
  80287. * Gets the right frustum plane transformed by the transform matrix
  80288. * @param transform transformation matrix to be applied to the resulting frustum plane
  80289. * @param frustumPlane the resuling frustum plane
  80290. */
  80291. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80292. /**
  80293. * Gets the top frustum plane transformed by the transform matrix
  80294. * @param transform transformation matrix to be applied to the resulting frustum plane
  80295. * @param frustumPlane the resuling frustum plane
  80296. */
  80297. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80298. /**
  80299. * Gets the bottom frustum plane transformed by the transform matrix
  80300. * @param transform transformation matrix to be applied to the resulting frustum plane
  80301. * @param frustumPlane the resuling frustum plane
  80302. */
  80303. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80304. /**
  80305. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80306. * @param transform transformation matrix to be applied to the resulting frustum planes
  80307. * @param frustumPlanes the resuling frustum planes
  80308. */
  80309. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80310. }
  80311. }
  80312. declare module BABYLON {
  80313. interface Engine {
  80314. /**
  80315. * Creates a new multiview render target
  80316. * @param width defines the width of the texture
  80317. * @param height defines the height of the texture
  80318. * @returns the created multiview texture
  80319. */
  80320. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80321. /**
  80322. * Binds a multiview framebuffer to be drawn to
  80323. * @param multiviewTexture texture to bind
  80324. */
  80325. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80326. }
  80327. interface Camera {
  80328. /**
  80329. * @hidden
  80330. * 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)
  80331. */
  80332. _useMultiviewToSingleView: boolean;
  80333. /**
  80334. * @hidden
  80335. * 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)
  80336. */
  80337. _multiviewTexture: Nullable<RenderTargetTexture>;
  80338. /**
  80339. * @hidden
  80340. * ensures the multiview texture of the camera exists and has the specified width/height
  80341. * @param width height to set on the multiview texture
  80342. * @param height width to set on the multiview texture
  80343. */
  80344. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80345. }
  80346. interface Scene {
  80347. /** @hidden */
  80348. _transformMatrixR: Matrix;
  80349. /** @hidden */
  80350. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80351. /** @hidden */
  80352. _createMultiviewUbo(): void;
  80353. /** @hidden */
  80354. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80355. /** @hidden */
  80356. _renderMultiviewToSingleView(camera: Camera): void;
  80357. }
  80358. }
  80359. declare module BABYLON {
  80360. /**
  80361. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80362. * This will not be used for webXR as it supports displaying texture arrays directly
  80363. */
  80364. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80365. /**
  80366. * Initializes a VRMultiviewToSingleview
  80367. * @param name name of the post process
  80368. * @param camera camera to be applied to
  80369. * @param scaleFactor scaling factor to the size of the output texture
  80370. */
  80371. constructor(name: string, camera: Camera, scaleFactor: number);
  80372. }
  80373. }
  80374. declare module BABYLON {
  80375. interface Engine {
  80376. /** @hidden */
  80377. _vrDisplay: any;
  80378. /** @hidden */
  80379. _vrSupported: boolean;
  80380. /** @hidden */
  80381. _oldSize: Size;
  80382. /** @hidden */
  80383. _oldHardwareScaleFactor: number;
  80384. /** @hidden */
  80385. _vrExclusivePointerMode: boolean;
  80386. /** @hidden */
  80387. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80388. /** @hidden */
  80389. _onVRDisplayPointerRestricted: () => void;
  80390. /** @hidden */
  80391. _onVRDisplayPointerUnrestricted: () => void;
  80392. /** @hidden */
  80393. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80394. /** @hidden */
  80395. _onVrDisplayDisconnect: Nullable<() => void>;
  80396. /** @hidden */
  80397. _onVrDisplayPresentChange: Nullable<() => void>;
  80398. /**
  80399. * Observable signaled when VR display mode changes
  80400. */
  80401. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80402. /**
  80403. * Observable signaled when VR request present is complete
  80404. */
  80405. onVRRequestPresentComplete: Observable<boolean>;
  80406. /**
  80407. * Observable signaled when VR request present starts
  80408. */
  80409. onVRRequestPresentStart: Observable<Engine>;
  80410. /**
  80411. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80412. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80413. */
  80414. isInVRExclusivePointerMode: boolean;
  80415. /**
  80416. * Gets a boolean indicating if a webVR device was detected
  80417. * @returns true if a webVR device was detected
  80418. */
  80419. isVRDevicePresent(): boolean;
  80420. /**
  80421. * Gets the current webVR device
  80422. * @returns the current webVR device (or null)
  80423. */
  80424. getVRDevice(): any;
  80425. /**
  80426. * Initializes a webVR display and starts listening to display change events
  80427. * The onVRDisplayChangedObservable will be notified upon these changes
  80428. * @returns A promise containing a VRDisplay and if vr is supported
  80429. */
  80430. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80431. /** @hidden */
  80432. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80433. /**
  80434. * Call this function to switch to webVR mode
  80435. * Will do nothing if webVR is not supported or if there is no webVR device
  80436. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80437. */
  80438. enableVR(): void;
  80439. /** @hidden */
  80440. _onVRFullScreenTriggered(): void;
  80441. }
  80442. }
  80443. declare module BABYLON {
  80444. /**
  80445. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80446. * IMPORTANT!! The data is right-hand data.
  80447. * @export
  80448. * @interface DevicePose
  80449. */
  80450. export interface DevicePose {
  80451. /**
  80452. * The position of the device, values in array are [x,y,z].
  80453. */
  80454. readonly position: Nullable<Float32Array>;
  80455. /**
  80456. * The linearVelocity of the device, values in array are [x,y,z].
  80457. */
  80458. readonly linearVelocity: Nullable<Float32Array>;
  80459. /**
  80460. * The linearAcceleration of the device, values in array are [x,y,z].
  80461. */
  80462. readonly linearAcceleration: Nullable<Float32Array>;
  80463. /**
  80464. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80465. */
  80466. readonly orientation: Nullable<Float32Array>;
  80467. /**
  80468. * The angularVelocity of the device, values in array are [x,y,z].
  80469. */
  80470. readonly angularVelocity: Nullable<Float32Array>;
  80471. /**
  80472. * The angularAcceleration of the device, values in array are [x,y,z].
  80473. */
  80474. readonly angularAcceleration: Nullable<Float32Array>;
  80475. }
  80476. /**
  80477. * Interface representing a pose controlled object in Babylon.
  80478. * A pose controlled object has both regular pose values as well as pose values
  80479. * from an external device such as a VR head mounted display
  80480. */
  80481. export interface PoseControlled {
  80482. /**
  80483. * The position of the object in babylon space.
  80484. */
  80485. position: Vector3;
  80486. /**
  80487. * The rotation quaternion of the object in babylon space.
  80488. */
  80489. rotationQuaternion: Quaternion;
  80490. /**
  80491. * The position of the device in babylon space.
  80492. */
  80493. devicePosition?: Vector3;
  80494. /**
  80495. * The rotation quaternion of the device in babylon space.
  80496. */
  80497. deviceRotationQuaternion: Quaternion;
  80498. /**
  80499. * The raw pose coming from the device.
  80500. */
  80501. rawPose: Nullable<DevicePose>;
  80502. /**
  80503. * The scale of the device to be used when translating from device space to babylon space.
  80504. */
  80505. deviceScaleFactor: number;
  80506. /**
  80507. * Updates the poseControlled values based on the input device pose.
  80508. * @param poseData the pose data to update the object with
  80509. */
  80510. updateFromDevice(poseData: DevicePose): void;
  80511. }
  80512. /**
  80513. * Set of options to customize the webVRCamera
  80514. */
  80515. export interface WebVROptions {
  80516. /**
  80517. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80518. */
  80519. trackPosition?: boolean;
  80520. /**
  80521. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80522. */
  80523. positionScale?: number;
  80524. /**
  80525. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80526. */
  80527. displayName?: string;
  80528. /**
  80529. * Should the native controller meshes be initialized. (default: true)
  80530. */
  80531. controllerMeshes?: boolean;
  80532. /**
  80533. * Creating a default HemiLight only on controllers. (default: true)
  80534. */
  80535. defaultLightingOnControllers?: boolean;
  80536. /**
  80537. * If you don't want to use the default VR button of the helper. (default: false)
  80538. */
  80539. useCustomVRButton?: boolean;
  80540. /**
  80541. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80542. */
  80543. customVRButton?: HTMLButtonElement;
  80544. /**
  80545. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80546. */
  80547. rayLength?: number;
  80548. /**
  80549. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80550. */
  80551. defaultHeight?: number;
  80552. /**
  80553. * If multiview should be used if availible (default: false)
  80554. */
  80555. useMultiview?: boolean;
  80556. }
  80557. /**
  80558. * This represents a WebVR camera.
  80559. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80560. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80561. */
  80562. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80563. private webVROptions;
  80564. /**
  80565. * @hidden
  80566. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80567. */
  80568. _vrDevice: any;
  80569. /**
  80570. * The rawPose of the vrDevice.
  80571. */
  80572. rawPose: Nullable<DevicePose>;
  80573. private _onVREnabled;
  80574. private _specsVersion;
  80575. private _attached;
  80576. private _frameData;
  80577. protected _descendants: Array<Node>;
  80578. private _deviceRoomPosition;
  80579. /** @hidden */
  80580. _deviceRoomRotationQuaternion: Quaternion;
  80581. private _standingMatrix;
  80582. /**
  80583. * Represents device position in babylon space.
  80584. */
  80585. devicePosition: Vector3;
  80586. /**
  80587. * Represents device rotation in babylon space.
  80588. */
  80589. deviceRotationQuaternion: Quaternion;
  80590. /**
  80591. * The scale of the device to be used when translating from device space to babylon space.
  80592. */
  80593. deviceScaleFactor: number;
  80594. private _deviceToWorld;
  80595. private _worldToDevice;
  80596. /**
  80597. * References to the webVR controllers for the vrDevice.
  80598. */
  80599. controllers: Array<WebVRController>;
  80600. /**
  80601. * Emits an event when a controller is attached.
  80602. */
  80603. onControllersAttachedObservable: Observable<WebVRController[]>;
  80604. /**
  80605. * Emits an event when a controller's mesh has been loaded;
  80606. */
  80607. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80608. /**
  80609. * Emits an event when the HMD's pose has been updated.
  80610. */
  80611. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80612. private _poseSet;
  80613. /**
  80614. * If the rig cameras be used as parent instead of this camera.
  80615. */
  80616. rigParenting: boolean;
  80617. private _lightOnControllers;
  80618. private _defaultHeight?;
  80619. /**
  80620. * Instantiates a WebVRFreeCamera.
  80621. * @param name The name of the WebVRFreeCamera
  80622. * @param position The starting anchor position for the camera
  80623. * @param scene The scene the camera belongs to
  80624. * @param webVROptions a set of customizable options for the webVRCamera
  80625. */
  80626. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80627. /**
  80628. * Gets the device distance from the ground in meters.
  80629. * @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.
  80630. */
  80631. deviceDistanceToRoomGround(): number;
  80632. /**
  80633. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80634. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80635. */
  80636. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80637. /**
  80638. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80639. * @returns A promise with a boolean set to if the standing matrix is supported.
  80640. */
  80641. useStandingMatrixAsync(): Promise<boolean>;
  80642. /**
  80643. * Disposes the camera
  80644. */
  80645. dispose(): void;
  80646. /**
  80647. * Gets a vrController by name.
  80648. * @param name The name of the controller to retreive
  80649. * @returns the controller matching the name specified or null if not found
  80650. */
  80651. getControllerByName(name: string): Nullable<WebVRController>;
  80652. private _leftController;
  80653. /**
  80654. * The controller corresponding to the users left hand.
  80655. */
  80656. readonly leftController: Nullable<WebVRController>;
  80657. private _rightController;
  80658. /**
  80659. * The controller corresponding to the users right hand.
  80660. */
  80661. readonly rightController: Nullable<WebVRController>;
  80662. /**
  80663. * Casts a ray forward from the vrCamera's gaze.
  80664. * @param length Length of the ray (default: 100)
  80665. * @returns the ray corresponding to the gaze
  80666. */
  80667. getForwardRay(length?: number): Ray;
  80668. /**
  80669. * @hidden
  80670. * Updates the camera based on device's frame data
  80671. */
  80672. _checkInputs(): void;
  80673. /**
  80674. * Updates the poseControlled values based on the input device pose.
  80675. * @param poseData Pose coming from the device
  80676. */
  80677. updateFromDevice(poseData: DevicePose): void;
  80678. private _htmlElementAttached;
  80679. private _detachIfAttached;
  80680. /**
  80681. * WebVR's attach control will start broadcasting frames to the device.
  80682. * Note that in certain browsers (chrome for example) this function must be called
  80683. * within a user-interaction callback. Example:
  80684. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80685. *
  80686. * @param element html element to attach the vrDevice to
  80687. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80688. */
  80689. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80690. /**
  80691. * Detaches the camera from the html element and disables VR
  80692. *
  80693. * @param element html element to detach from
  80694. */
  80695. detachControl(element: HTMLElement): void;
  80696. /**
  80697. * @returns the name of this class
  80698. */
  80699. getClassName(): string;
  80700. /**
  80701. * Calls resetPose on the vrDisplay
  80702. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80703. */
  80704. resetToCurrentRotation(): void;
  80705. /**
  80706. * @hidden
  80707. * Updates the rig cameras (left and right eye)
  80708. */
  80709. _updateRigCameras(): void;
  80710. private _workingVector;
  80711. private _oneVector;
  80712. private _workingMatrix;
  80713. private updateCacheCalled;
  80714. private _correctPositionIfNotTrackPosition;
  80715. /**
  80716. * @hidden
  80717. * Updates the cached values of the camera
  80718. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80719. */
  80720. _updateCache(ignoreParentClass?: boolean): void;
  80721. /**
  80722. * @hidden
  80723. * Get current device position in babylon world
  80724. */
  80725. _computeDevicePosition(): void;
  80726. /**
  80727. * Updates the current device position and rotation in the babylon world
  80728. */
  80729. update(): void;
  80730. /**
  80731. * @hidden
  80732. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80733. * @returns an identity matrix
  80734. */
  80735. _getViewMatrix(): Matrix;
  80736. private _tmpMatrix;
  80737. /**
  80738. * This function is called by the two RIG cameras.
  80739. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80740. * @hidden
  80741. */
  80742. _getWebVRViewMatrix(): Matrix;
  80743. /** @hidden */
  80744. _getWebVRProjectionMatrix(): Matrix;
  80745. private _onGamepadConnectedObserver;
  80746. private _onGamepadDisconnectedObserver;
  80747. private _updateCacheWhenTrackingDisabledObserver;
  80748. /**
  80749. * Initializes the controllers and their meshes
  80750. */
  80751. initControllers(): void;
  80752. }
  80753. }
  80754. declare module BABYLON {
  80755. /**
  80756. * Size options for a post process
  80757. */
  80758. export type PostProcessOptions = {
  80759. width: number;
  80760. height: number;
  80761. };
  80762. /**
  80763. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80764. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80765. */
  80766. export class PostProcess {
  80767. /** Name of the PostProcess. */
  80768. name: string;
  80769. /**
  80770. * Gets or sets the unique id of the post process
  80771. */
  80772. uniqueId: number;
  80773. /**
  80774. * Width of the texture to apply the post process on
  80775. */
  80776. width: number;
  80777. /**
  80778. * Height of the texture to apply the post process on
  80779. */
  80780. height: number;
  80781. /**
  80782. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80783. * @hidden
  80784. */
  80785. _outputTexture: Nullable<InternalTexture>;
  80786. /**
  80787. * Sampling mode used by the shader
  80788. * See https://doc.babylonjs.com/classes/3.1/texture
  80789. */
  80790. renderTargetSamplingMode: number;
  80791. /**
  80792. * Clear color to use when screen clearing
  80793. */
  80794. clearColor: Color4;
  80795. /**
  80796. * If the buffer needs to be cleared before applying the post process. (default: true)
  80797. * Should be set to false if shader will overwrite all previous pixels.
  80798. */
  80799. autoClear: boolean;
  80800. /**
  80801. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80802. */
  80803. alphaMode: number;
  80804. /**
  80805. * Sets the setAlphaBlendConstants of the babylon engine
  80806. */
  80807. alphaConstants: Color4;
  80808. /**
  80809. * Animations to be used for the post processing
  80810. */
  80811. animations: Animation[];
  80812. /**
  80813. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80814. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80815. */
  80816. enablePixelPerfectMode: boolean;
  80817. /**
  80818. * Force the postprocess to be applied without taking in account viewport
  80819. */
  80820. forceFullscreenViewport: boolean;
  80821. /**
  80822. * List of inspectable custom properties (used by the Inspector)
  80823. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80824. */
  80825. inspectableCustomProperties: IInspectable[];
  80826. /**
  80827. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80828. *
  80829. * | Value | Type | Description |
  80830. * | ----- | ----------------------------------- | ----------- |
  80831. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80832. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80833. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80834. *
  80835. */
  80836. scaleMode: number;
  80837. /**
  80838. * Force textures to be a power of two (default: false)
  80839. */
  80840. alwaysForcePOT: boolean;
  80841. private _samples;
  80842. /**
  80843. * Number of sample textures (default: 1)
  80844. */
  80845. samples: number;
  80846. /**
  80847. * Modify the scale of the post process to be the same as the viewport (default: false)
  80848. */
  80849. adaptScaleToCurrentViewport: boolean;
  80850. private _camera;
  80851. private _scene;
  80852. private _engine;
  80853. private _options;
  80854. private _reusable;
  80855. private _textureType;
  80856. /**
  80857. * Smart array of input and output textures for the post process.
  80858. * @hidden
  80859. */
  80860. _textures: SmartArray<InternalTexture>;
  80861. /**
  80862. * The index in _textures that corresponds to the output texture.
  80863. * @hidden
  80864. */
  80865. _currentRenderTextureInd: number;
  80866. private _effect;
  80867. private _samplers;
  80868. private _fragmentUrl;
  80869. private _vertexUrl;
  80870. private _parameters;
  80871. private _scaleRatio;
  80872. protected _indexParameters: any;
  80873. private _shareOutputWithPostProcess;
  80874. private _texelSize;
  80875. private _forcedOutputTexture;
  80876. /**
  80877. * Returns the fragment url or shader name used in the post process.
  80878. * @returns the fragment url or name in the shader store.
  80879. */
  80880. getEffectName(): string;
  80881. /**
  80882. * An event triggered when the postprocess is activated.
  80883. */
  80884. onActivateObservable: Observable<Camera>;
  80885. private _onActivateObserver;
  80886. /**
  80887. * A function that is added to the onActivateObservable
  80888. */
  80889. onActivate: Nullable<(camera: Camera) => void>;
  80890. /**
  80891. * An event triggered when the postprocess changes its size.
  80892. */
  80893. onSizeChangedObservable: Observable<PostProcess>;
  80894. private _onSizeChangedObserver;
  80895. /**
  80896. * A function that is added to the onSizeChangedObservable
  80897. */
  80898. onSizeChanged: (postProcess: PostProcess) => void;
  80899. /**
  80900. * An event triggered when the postprocess applies its effect.
  80901. */
  80902. onApplyObservable: Observable<Effect>;
  80903. private _onApplyObserver;
  80904. /**
  80905. * A function that is added to the onApplyObservable
  80906. */
  80907. onApply: (effect: Effect) => void;
  80908. /**
  80909. * An event triggered before rendering the postprocess
  80910. */
  80911. onBeforeRenderObservable: Observable<Effect>;
  80912. private _onBeforeRenderObserver;
  80913. /**
  80914. * A function that is added to the onBeforeRenderObservable
  80915. */
  80916. onBeforeRender: (effect: Effect) => void;
  80917. /**
  80918. * An event triggered after rendering the postprocess
  80919. */
  80920. onAfterRenderObservable: Observable<Effect>;
  80921. private _onAfterRenderObserver;
  80922. /**
  80923. * A function that is added to the onAfterRenderObservable
  80924. */
  80925. onAfterRender: (efect: Effect) => void;
  80926. /**
  80927. * 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
  80928. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80929. */
  80930. inputTexture: InternalTexture;
  80931. /**
  80932. * Gets the camera which post process is applied to.
  80933. * @returns The camera the post process is applied to.
  80934. */
  80935. getCamera(): Camera;
  80936. /**
  80937. * Gets the texel size of the postprocess.
  80938. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80939. */
  80940. readonly texelSize: Vector2;
  80941. /**
  80942. * Creates a new instance PostProcess
  80943. * @param name The name of the PostProcess.
  80944. * @param fragmentUrl The url of the fragment shader to be used.
  80945. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80946. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80947. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80948. * @param camera The camera to apply the render pass to.
  80949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80950. * @param engine The engine which the post process will be applied. (default: current engine)
  80951. * @param reusable If the post process can be reused on the same frame. (default: false)
  80952. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80953. * @param textureType Type of textures used when performing the post process. (default: 0)
  80954. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80955. * @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
  80956. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80957. */
  80958. constructor(
  80959. /** Name of the PostProcess. */
  80960. 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);
  80961. /**
  80962. * Gets a string idenfifying the name of the class
  80963. * @returns "PostProcess" string
  80964. */
  80965. getClassName(): string;
  80966. /**
  80967. * Gets the engine which this post process belongs to.
  80968. * @returns The engine the post process was enabled with.
  80969. */
  80970. getEngine(): Engine;
  80971. /**
  80972. * The effect that is created when initializing the post process.
  80973. * @returns The created effect corresponding the the postprocess.
  80974. */
  80975. getEffect(): Effect;
  80976. /**
  80977. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80978. * @param postProcess The post process to share the output with.
  80979. * @returns This post process.
  80980. */
  80981. shareOutputWith(postProcess: PostProcess): PostProcess;
  80982. /**
  80983. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80984. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80985. */
  80986. useOwnOutput(): void;
  80987. /**
  80988. * Updates the effect with the current post process compile time values and recompiles the shader.
  80989. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80990. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80991. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80992. * @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
  80993. * @param onCompiled Called when the shader has been compiled.
  80994. * @param onError Called if there is an error when compiling a shader.
  80995. */
  80996. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80997. /**
  80998. * The post process is reusable if it can be used multiple times within one frame.
  80999. * @returns If the post process is reusable
  81000. */
  81001. isReusable(): boolean;
  81002. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  81003. markTextureDirty(): void;
  81004. /**
  81005. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  81006. * 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.
  81007. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  81008. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  81009. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  81010. * @returns The target texture that was bound to be written to.
  81011. */
  81012. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  81013. /**
  81014. * If the post process is supported.
  81015. */
  81016. readonly isSupported: boolean;
  81017. /**
  81018. * The aspect ratio of the output texture.
  81019. */
  81020. readonly aspectRatio: number;
  81021. /**
  81022. * Get a value indicating if the post-process is ready to be used
  81023. * @returns true if the post-process is ready (shader is compiled)
  81024. */
  81025. isReady(): boolean;
  81026. /**
  81027. * Binds all textures and uniforms to the shader, this will be run on every pass.
  81028. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  81029. */
  81030. apply(): Nullable<Effect>;
  81031. private _disposeTextures;
  81032. /**
  81033. * Disposes the post process.
  81034. * @param camera The camera to dispose the post process on.
  81035. */
  81036. dispose(camera?: Camera): void;
  81037. }
  81038. }
  81039. declare module BABYLON {
  81040. /** @hidden */
  81041. export var kernelBlurVaryingDeclaration: {
  81042. name: string;
  81043. shader: string;
  81044. };
  81045. }
  81046. declare module BABYLON {
  81047. /** @hidden */
  81048. export var kernelBlurFragment: {
  81049. name: string;
  81050. shader: string;
  81051. };
  81052. }
  81053. declare module BABYLON {
  81054. /** @hidden */
  81055. export var kernelBlurFragment2: {
  81056. name: string;
  81057. shader: string;
  81058. };
  81059. }
  81060. declare module BABYLON {
  81061. /** @hidden */
  81062. export var kernelBlurPixelShader: {
  81063. name: string;
  81064. shader: string;
  81065. };
  81066. }
  81067. declare module BABYLON {
  81068. /** @hidden */
  81069. export var kernelBlurVertex: {
  81070. name: string;
  81071. shader: string;
  81072. };
  81073. }
  81074. declare module BABYLON {
  81075. /** @hidden */
  81076. export var kernelBlurVertexShader: {
  81077. name: string;
  81078. shader: string;
  81079. };
  81080. }
  81081. declare module BABYLON {
  81082. /**
  81083. * The Blur Post Process which blurs an image based on a kernel and direction.
  81084. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  81085. */
  81086. export class BlurPostProcess extends PostProcess {
  81087. /** The direction in which to blur the image. */
  81088. direction: Vector2;
  81089. private blockCompilation;
  81090. protected _kernel: number;
  81091. protected _idealKernel: number;
  81092. protected _packedFloat: boolean;
  81093. private _staticDefines;
  81094. /**
  81095. * Sets the length in pixels of the blur sample region
  81096. */
  81097. /**
  81098. * Gets the length in pixels of the blur sample region
  81099. */
  81100. kernel: number;
  81101. /**
  81102. * Sets wether or not the blur needs to unpack/repack floats
  81103. */
  81104. /**
  81105. * Gets wether or not the blur is unpacking/repacking floats
  81106. */
  81107. packedFloat: boolean;
  81108. /**
  81109. * Creates a new instance BlurPostProcess
  81110. * @param name The name of the effect.
  81111. * @param direction The direction in which to blur the image.
  81112. * @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.
  81113. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  81114. * @param camera The camera to apply the render pass to.
  81115. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  81116. * @param engine The engine which the post process will be applied. (default: current engine)
  81117. * @param reusable If the post process can be reused on the same frame. (default: false)
  81118. * @param textureType Type of textures used when performing the post process. (default: 0)
  81119. * @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)
  81120. */
  81121. constructor(name: string,
  81122. /** The direction in which to blur the image. */
  81123. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  81124. /**
  81125. * Updates the effect with the current post process compile time values and recompiles the shader.
  81126. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81127. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81128. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81129. * @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
  81130. * @param onCompiled Called when the shader has been compiled.
  81131. * @param onError Called if there is an error when compiling a shader.
  81132. */
  81133. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81134. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81135. /**
  81136. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  81137. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  81138. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  81139. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  81140. * The gaps between physical kernels are compensated for in the weighting of the samples
  81141. * @param idealKernel Ideal blur kernel.
  81142. * @return Nearest best kernel.
  81143. */
  81144. protected _nearestBestKernel(idealKernel: number): number;
  81145. /**
  81146. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  81147. * @param x The point on the Gaussian distribution to sample.
  81148. * @return the value of the Gaussian function at x.
  81149. */
  81150. protected _gaussianWeight(x: number): number;
  81151. /**
  81152. * Generates a string that can be used as a floating point number in GLSL.
  81153. * @param x Value to print.
  81154. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  81155. * @return GLSL float string.
  81156. */
  81157. protected _glslFloat(x: number, decimalFigures?: number): string;
  81158. }
  81159. }
  81160. declare module BABYLON {
  81161. /**
  81162. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81163. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81164. * You can then easily use it as a reflectionTexture on a flat surface.
  81165. * In case the surface is not a plane, please consider relying on reflection probes.
  81166. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81167. */
  81168. export class MirrorTexture extends RenderTargetTexture {
  81169. private scene;
  81170. /**
  81171. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  81172. * 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.
  81173. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81174. */
  81175. mirrorPlane: Plane;
  81176. /**
  81177. * Define the blur ratio used to blur the reflection if needed.
  81178. */
  81179. blurRatio: number;
  81180. /**
  81181. * Define the adaptive blur kernel used to blur the reflection if needed.
  81182. * This will autocompute the closest best match for the `blurKernel`
  81183. */
  81184. adaptiveBlurKernel: number;
  81185. /**
  81186. * Define the blur kernel used to blur the reflection if needed.
  81187. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81188. */
  81189. blurKernel: number;
  81190. /**
  81191. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81192. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81193. */
  81194. blurKernelX: number;
  81195. /**
  81196. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81197. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81198. */
  81199. blurKernelY: number;
  81200. private _autoComputeBlurKernel;
  81201. protected _onRatioRescale(): void;
  81202. private _updateGammaSpace;
  81203. private _imageProcessingConfigChangeObserver;
  81204. private _transformMatrix;
  81205. private _mirrorMatrix;
  81206. private _savedViewMatrix;
  81207. private _blurX;
  81208. private _blurY;
  81209. private _adaptiveBlurKernel;
  81210. private _blurKernelX;
  81211. private _blurKernelY;
  81212. private _blurRatio;
  81213. /**
  81214. * Instantiates a Mirror Texture.
  81215. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81216. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81217. * You can then easily use it as a reflectionTexture on a flat surface.
  81218. * In case the surface is not a plane, please consider relying on reflection probes.
  81219. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81220. * @param name
  81221. * @param size
  81222. * @param scene
  81223. * @param generateMipMaps
  81224. * @param type
  81225. * @param samplingMode
  81226. * @param generateDepthBuffer
  81227. */
  81228. constructor(name: string, size: number | {
  81229. width: number;
  81230. height: number;
  81231. } | {
  81232. ratio: number;
  81233. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81234. private _preparePostProcesses;
  81235. /**
  81236. * Clone the mirror texture.
  81237. * @returns the cloned texture
  81238. */
  81239. clone(): MirrorTexture;
  81240. /**
  81241. * Serialize the texture to a JSON representation you could use in Parse later on
  81242. * @returns the serialized JSON representation
  81243. */
  81244. serialize(): any;
  81245. /**
  81246. * Dispose the texture and release its associated resources.
  81247. */
  81248. dispose(): void;
  81249. }
  81250. }
  81251. declare module BABYLON {
  81252. /**
  81253. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81254. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81255. */
  81256. export class Texture extends BaseTexture {
  81257. /** @hidden */
  81258. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81259. /** @hidden */
  81260. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81261. /** @hidden */
  81262. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81263. /** nearest is mag = nearest and min = nearest and mip = linear */
  81264. static readonly NEAREST_SAMPLINGMODE: number;
  81265. /** nearest is mag = nearest and min = nearest and mip = linear */
  81266. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81267. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81268. static readonly BILINEAR_SAMPLINGMODE: number;
  81269. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81270. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81271. /** Trilinear is mag = linear and min = linear and mip = linear */
  81272. static readonly TRILINEAR_SAMPLINGMODE: number;
  81273. /** Trilinear is mag = linear and min = linear and mip = linear */
  81274. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81275. /** mag = nearest and min = nearest and mip = nearest */
  81276. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81277. /** mag = nearest and min = linear and mip = nearest */
  81278. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81279. /** mag = nearest and min = linear and mip = linear */
  81280. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81281. /** mag = nearest and min = linear and mip = none */
  81282. static readonly NEAREST_LINEAR: number;
  81283. /** mag = nearest and min = nearest and mip = none */
  81284. static readonly NEAREST_NEAREST: number;
  81285. /** mag = linear and min = nearest and mip = nearest */
  81286. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81287. /** mag = linear and min = nearest and mip = linear */
  81288. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81289. /** mag = linear and min = linear and mip = none */
  81290. static readonly LINEAR_LINEAR: number;
  81291. /** mag = linear and min = nearest and mip = none */
  81292. static readonly LINEAR_NEAREST: number;
  81293. /** Explicit coordinates mode */
  81294. static readonly EXPLICIT_MODE: number;
  81295. /** Spherical coordinates mode */
  81296. static readonly SPHERICAL_MODE: number;
  81297. /** Planar coordinates mode */
  81298. static readonly PLANAR_MODE: number;
  81299. /** Cubic coordinates mode */
  81300. static readonly CUBIC_MODE: number;
  81301. /** Projection coordinates mode */
  81302. static readonly PROJECTION_MODE: number;
  81303. /** Inverse Cubic coordinates mode */
  81304. static readonly SKYBOX_MODE: number;
  81305. /** Inverse Cubic coordinates mode */
  81306. static readonly INVCUBIC_MODE: number;
  81307. /** Equirectangular coordinates mode */
  81308. static readonly EQUIRECTANGULAR_MODE: number;
  81309. /** Equirectangular Fixed coordinates mode */
  81310. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81311. /** Equirectangular Fixed Mirrored coordinates mode */
  81312. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81313. /** Texture is not repeating outside of 0..1 UVs */
  81314. static readonly CLAMP_ADDRESSMODE: number;
  81315. /** Texture is repeating outside of 0..1 UVs */
  81316. static readonly WRAP_ADDRESSMODE: number;
  81317. /** Texture is repeating and mirrored */
  81318. static readonly MIRROR_ADDRESSMODE: number;
  81319. /**
  81320. * 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
  81321. */
  81322. static UseSerializedUrlIfAny: boolean;
  81323. /**
  81324. * Define the url of the texture.
  81325. */
  81326. url: Nullable<string>;
  81327. /**
  81328. * Define an offset on the texture to offset the u coordinates of the UVs
  81329. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81330. */
  81331. uOffset: number;
  81332. /**
  81333. * Define an offset on the texture to offset the v coordinates of the UVs
  81334. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81335. */
  81336. vOffset: number;
  81337. /**
  81338. * Define an offset on the texture to scale the u coordinates of the UVs
  81339. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81340. */
  81341. uScale: number;
  81342. /**
  81343. * Define an offset on the texture to scale the v coordinates of the UVs
  81344. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81345. */
  81346. vScale: number;
  81347. /**
  81348. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81349. * @see http://doc.babylonjs.com/how_to/more_materials
  81350. */
  81351. uAng: number;
  81352. /**
  81353. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81354. * @see http://doc.babylonjs.com/how_to/more_materials
  81355. */
  81356. vAng: number;
  81357. /**
  81358. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81359. * @see http://doc.babylonjs.com/how_to/more_materials
  81360. */
  81361. wAng: number;
  81362. /**
  81363. * Defines the center of rotation (U)
  81364. */
  81365. uRotationCenter: number;
  81366. /**
  81367. * Defines the center of rotation (V)
  81368. */
  81369. vRotationCenter: number;
  81370. /**
  81371. * Defines the center of rotation (W)
  81372. */
  81373. wRotationCenter: number;
  81374. /**
  81375. * Are mip maps generated for this texture or not.
  81376. */
  81377. readonly noMipmap: boolean;
  81378. /**
  81379. * List of inspectable custom properties (used by the Inspector)
  81380. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81381. */
  81382. inspectableCustomProperties: Nullable<IInspectable[]>;
  81383. private _noMipmap;
  81384. /** @hidden */
  81385. _invertY: boolean;
  81386. private _rowGenerationMatrix;
  81387. private _cachedTextureMatrix;
  81388. private _projectionModeMatrix;
  81389. private _t0;
  81390. private _t1;
  81391. private _t2;
  81392. private _cachedUOffset;
  81393. private _cachedVOffset;
  81394. private _cachedUScale;
  81395. private _cachedVScale;
  81396. private _cachedUAng;
  81397. private _cachedVAng;
  81398. private _cachedWAng;
  81399. private _cachedProjectionMatrixId;
  81400. private _cachedCoordinatesMode;
  81401. /** @hidden */
  81402. protected _initialSamplingMode: number;
  81403. /** @hidden */
  81404. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81405. private _deleteBuffer;
  81406. protected _format: Nullable<number>;
  81407. private _delayedOnLoad;
  81408. private _delayedOnError;
  81409. /**
  81410. * Observable triggered once the texture has been loaded.
  81411. */
  81412. onLoadObservable: Observable<Texture>;
  81413. protected _isBlocking: boolean;
  81414. /**
  81415. * Is the texture preventing material to render while loading.
  81416. * If false, a default texture will be used instead of the loading one during the preparation step.
  81417. */
  81418. isBlocking: boolean;
  81419. /**
  81420. * Get the current sampling mode associated with the texture.
  81421. */
  81422. readonly samplingMode: number;
  81423. /**
  81424. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81425. */
  81426. readonly invertY: boolean;
  81427. /**
  81428. * Instantiates a new texture.
  81429. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81430. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81431. * @param url define the url of the picture to load as a texture
  81432. * @param scene define the scene or engine the texture will belong to
  81433. * @param noMipmap define if the texture will require mip maps or not
  81434. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81435. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81436. * @param onLoad define a callback triggered when the texture has been loaded
  81437. * @param onError define a callback triggered when an error occurred during the loading session
  81438. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81439. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81440. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81441. */
  81442. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81443. /**
  81444. * Update the url (and optional buffer) of this texture if url was null during construction.
  81445. * @param url the url of the texture
  81446. * @param buffer the buffer of the texture (defaults to null)
  81447. * @param onLoad callback called when the texture is loaded (defaults to null)
  81448. */
  81449. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81450. /**
  81451. * Finish the loading sequence of a texture flagged as delayed load.
  81452. * @hidden
  81453. */
  81454. delayLoad(): void;
  81455. private _prepareRowForTextureGeneration;
  81456. /**
  81457. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81458. * @returns the transform matrix of the texture.
  81459. */
  81460. getTextureMatrix(): Matrix;
  81461. /**
  81462. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81463. * @returns The reflection texture transform
  81464. */
  81465. getReflectionTextureMatrix(): Matrix;
  81466. /**
  81467. * Clones the texture.
  81468. * @returns the cloned texture
  81469. */
  81470. clone(): Texture;
  81471. /**
  81472. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81473. * @returns The JSON representation of the texture
  81474. */
  81475. serialize(): any;
  81476. /**
  81477. * Get the current class name of the texture useful for serialization or dynamic coding.
  81478. * @returns "Texture"
  81479. */
  81480. getClassName(): string;
  81481. /**
  81482. * Dispose the texture and release its associated resources.
  81483. */
  81484. dispose(): void;
  81485. /**
  81486. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81487. * @param parsedTexture Define the JSON representation of the texture
  81488. * @param scene Define the scene the parsed texture should be instantiated in
  81489. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81490. * @returns The parsed texture if successful
  81491. */
  81492. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81493. /**
  81494. * Creates a texture from its base 64 representation.
  81495. * @param data Define the base64 payload without the data: prefix
  81496. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81497. * @param scene Define the scene the texture should belong to
  81498. * @param noMipmap Forces the texture to not create mip map information if true
  81499. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81500. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81501. * @param onLoad define a callback triggered when the texture has been loaded
  81502. * @param onError define a callback triggered when an error occurred during the loading session
  81503. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81504. * @returns the created texture
  81505. */
  81506. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81507. /**
  81508. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81509. * @param data Define the base64 payload without the data: prefix
  81510. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81511. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81512. * @param scene Define the scene the texture should belong to
  81513. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81514. * @param noMipmap Forces the texture to not create mip map information if true
  81515. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81516. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81517. * @param onLoad define a callback triggered when the texture has been loaded
  81518. * @param onError define a callback triggered when an error occurred during the loading session
  81519. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81520. * @returns the created texture
  81521. */
  81522. 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;
  81523. }
  81524. }
  81525. declare module BABYLON {
  81526. /**
  81527. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81528. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81529. */
  81530. export class PostProcessManager {
  81531. private _scene;
  81532. private _indexBuffer;
  81533. private _vertexBuffers;
  81534. /**
  81535. * Creates a new instance PostProcess
  81536. * @param scene The scene that the post process is associated with.
  81537. */
  81538. constructor(scene: Scene);
  81539. private _prepareBuffers;
  81540. private _buildIndexBuffer;
  81541. /**
  81542. * Rebuilds the vertex buffers of the manager.
  81543. * @hidden
  81544. */
  81545. _rebuild(): void;
  81546. /**
  81547. * Prepares a frame to be run through a post process.
  81548. * @param sourceTexture The input texture to the post procesess. (default: null)
  81549. * @param postProcesses An array of post processes to be run. (default: null)
  81550. * @returns True if the post processes were able to be run.
  81551. * @hidden
  81552. */
  81553. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81554. /**
  81555. * Manually render a set of post processes to a texture.
  81556. * @param postProcesses An array of post processes to be run.
  81557. * @param targetTexture The target texture to render to.
  81558. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81559. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81560. * @param lodLevel defines which lod of the texture to render to
  81561. */
  81562. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81563. /**
  81564. * Finalize the result of the output of the postprocesses.
  81565. * @param doNotPresent If true the result will not be displayed to the screen.
  81566. * @param targetTexture The target texture to render to.
  81567. * @param faceIndex The index of the face to bind the target texture to.
  81568. * @param postProcesses The array of post processes to render.
  81569. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81570. * @hidden
  81571. */
  81572. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81573. /**
  81574. * Disposes of the post process manager.
  81575. */
  81576. dispose(): void;
  81577. }
  81578. }
  81579. declare module BABYLON {
  81580. /** Interface used by value gradients (color, factor, ...) */
  81581. export interface IValueGradient {
  81582. /**
  81583. * Gets or sets the gradient value (between 0 and 1)
  81584. */
  81585. gradient: number;
  81586. }
  81587. /** Class used to store color4 gradient */
  81588. export class ColorGradient implements IValueGradient {
  81589. /**
  81590. * Gets or sets the gradient value (between 0 and 1)
  81591. */
  81592. gradient: number;
  81593. /**
  81594. * Gets or sets first associated color
  81595. */
  81596. color1: Color4;
  81597. /**
  81598. * Gets or sets second associated color
  81599. */
  81600. color2?: Color4;
  81601. /**
  81602. * Will get a color picked randomly between color1 and color2.
  81603. * If color2 is undefined then color1 will be used
  81604. * @param result defines the target Color4 to store the result in
  81605. */
  81606. getColorToRef(result: Color4): void;
  81607. }
  81608. /** Class used to store color 3 gradient */
  81609. export class Color3Gradient implements IValueGradient {
  81610. /**
  81611. * Gets or sets the gradient value (between 0 and 1)
  81612. */
  81613. gradient: number;
  81614. /**
  81615. * Gets or sets the associated color
  81616. */
  81617. color: Color3;
  81618. }
  81619. /** Class used to store factor gradient */
  81620. export class FactorGradient implements IValueGradient {
  81621. /**
  81622. * Gets or sets the gradient value (between 0 and 1)
  81623. */
  81624. gradient: number;
  81625. /**
  81626. * Gets or sets first associated factor
  81627. */
  81628. factor1: number;
  81629. /**
  81630. * Gets or sets second associated factor
  81631. */
  81632. factor2?: number;
  81633. /**
  81634. * Will get a number picked randomly between factor1 and factor2.
  81635. * If factor2 is undefined then factor1 will be used
  81636. * @returns the picked number
  81637. */
  81638. getFactor(): number;
  81639. }
  81640. /**
  81641. * Helper used to simplify some generic gradient tasks
  81642. */
  81643. export class GradientHelper {
  81644. /**
  81645. * Gets the current gradient from an array of IValueGradient
  81646. * @param ratio defines the current ratio to get
  81647. * @param gradients defines the array of IValueGradient
  81648. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81649. */
  81650. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81651. }
  81652. }
  81653. declare module BABYLON {
  81654. interface AbstractScene {
  81655. /**
  81656. * The list of procedural textures added to the scene
  81657. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81658. */
  81659. proceduralTextures: Array<ProceduralTexture>;
  81660. }
  81661. /**
  81662. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81663. * in a given scene.
  81664. */
  81665. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81666. /**
  81667. * The component name helpfull to identify the component in the list of scene components.
  81668. */
  81669. readonly name: string;
  81670. /**
  81671. * The scene the component belongs to.
  81672. */
  81673. scene: Scene;
  81674. /**
  81675. * Creates a new instance of the component for the given scene
  81676. * @param scene Defines the scene to register the component in
  81677. */
  81678. constructor(scene: Scene);
  81679. /**
  81680. * Registers the component in a given scene
  81681. */
  81682. register(): void;
  81683. /**
  81684. * Rebuilds the elements related to this component in case of
  81685. * context lost for instance.
  81686. */
  81687. rebuild(): void;
  81688. /**
  81689. * Disposes the component and the associated ressources.
  81690. */
  81691. dispose(): void;
  81692. private _beforeClear;
  81693. }
  81694. }
  81695. declare module BABYLON {
  81696. interface Engine {
  81697. /**
  81698. * Creates a new render target cube texture
  81699. * @param size defines the size of the texture
  81700. * @param options defines the options used to create the texture
  81701. * @returns a new render target cube texture stored in an InternalTexture
  81702. */
  81703. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81704. }
  81705. }
  81706. declare module BABYLON {
  81707. /** @hidden */
  81708. export var proceduralVertexShader: {
  81709. name: string;
  81710. shader: string;
  81711. };
  81712. }
  81713. declare module BABYLON {
  81714. /**
  81715. * 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.
  81716. * This is the base class of any Procedural texture and contains most of the shareable code.
  81717. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81718. */
  81719. export class ProceduralTexture extends Texture {
  81720. isCube: boolean;
  81721. /**
  81722. * Define if the texture is enabled or not (disabled texture will not render)
  81723. */
  81724. isEnabled: boolean;
  81725. /**
  81726. * Define if the texture must be cleared before rendering (default is true)
  81727. */
  81728. autoClear: boolean;
  81729. /**
  81730. * Callback called when the texture is generated
  81731. */
  81732. onGenerated: () => void;
  81733. /**
  81734. * Event raised when the texture is generated
  81735. */
  81736. onGeneratedObservable: Observable<ProceduralTexture>;
  81737. /** @hidden */
  81738. _generateMipMaps: boolean;
  81739. /** @hidden **/
  81740. _effect: Effect;
  81741. /** @hidden */
  81742. _textures: {
  81743. [key: string]: Texture;
  81744. };
  81745. private _size;
  81746. private _currentRefreshId;
  81747. private _refreshRate;
  81748. private _vertexBuffers;
  81749. private _indexBuffer;
  81750. private _uniforms;
  81751. private _samplers;
  81752. private _fragment;
  81753. private _floats;
  81754. private _ints;
  81755. private _floatsArrays;
  81756. private _colors3;
  81757. private _colors4;
  81758. private _vectors2;
  81759. private _vectors3;
  81760. private _matrices;
  81761. private _fallbackTexture;
  81762. private _fallbackTextureUsed;
  81763. private _engine;
  81764. private _cachedDefines;
  81765. private _contentUpdateId;
  81766. private _contentData;
  81767. /**
  81768. * Instantiates a new procedural texture.
  81769. * 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.
  81770. * This is the base class of any Procedural texture and contains most of the shareable code.
  81771. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81772. * @param name Define the name of the texture
  81773. * @param size Define the size of the texture to create
  81774. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81775. * @param scene Define the scene the texture belongs to
  81776. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81777. * @param generateMipMaps Define if the texture should creates mip maps or not
  81778. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81779. */
  81780. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81781. /**
  81782. * The effect that is created when initializing the post process.
  81783. * @returns The created effect corresponding the the postprocess.
  81784. */
  81785. getEffect(): Effect;
  81786. /**
  81787. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81788. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81789. */
  81790. getContent(): Nullable<ArrayBufferView>;
  81791. private _createIndexBuffer;
  81792. /** @hidden */
  81793. _rebuild(): void;
  81794. /**
  81795. * Resets the texture in order to recreate its associated resources.
  81796. * This can be called in case of context loss
  81797. */
  81798. reset(): void;
  81799. protected _getDefines(): string;
  81800. /**
  81801. * Is the texture ready to be used ? (rendered at least once)
  81802. * @returns true if ready, otherwise, false.
  81803. */
  81804. isReady(): boolean;
  81805. /**
  81806. * Resets the refresh counter of the texture and start bak from scratch.
  81807. * Could be useful to regenerate the texture if it is setup to render only once.
  81808. */
  81809. resetRefreshCounter(): void;
  81810. /**
  81811. * Set the fragment shader to use in order to render the texture.
  81812. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81813. */
  81814. setFragment(fragment: any): void;
  81815. /**
  81816. * Define the refresh rate of the texture or the rendering frequency.
  81817. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81818. */
  81819. refreshRate: number;
  81820. /** @hidden */
  81821. _shouldRender(): boolean;
  81822. /**
  81823. * Get the size the texture is rendering at.
  81824. * @returns the size (texture is always squared)
  81825. */
  81826. getRenderSize(): number;
  81827. /**
  81828. * Resize the texture to new value.
  81829. * @param size Define the new size the texture should have
  81830. * @param generateMipMaps Define whether the new texture should create mip maps
  81831. */
  81832. resize(size: number, generateMipMaps: boolean): void;
  81833. private _checkUniform;
  81834. /**
  81835. * Set a texture in the shader program used to render.
  81836. * @param name Define the name of the uniform samplers as defined in the shader
  81837. * @param texture Define the texture to bind to this sampler
  81838. * @return the texture itself allowing "fluent" like uniform updates
  81839. */
  81840. setTexture(name: string, texture: Texture): ProceduralTexture;
  81841. /**
  81842. * Set a float in the shader.
  81843. * @param name Define the name of the uniform as defined in the shader
  81844. * @param value Define the value to give to the uniform
  81845. * @return the texture itself allowing "fluent" like uniform updates
  81846. */
  81847. setFloat(name: string, value: number): ProceduralTexture;
  81848. /**
  81849. * Set a int in the shader.
  81850. * @param name Define the name of the uniform as defined in the shader
  81851. * @param value Define the value to give to the uniform
  81852. * @return the texture itself allowing "fluent" like uniform updates
  81853. */
  81854. setInt(name: string, value: number): ProceduralTexture;
  81855. /**
  81856. * Set an array of floats in the shader.
  81857. * @param name Define the name of the uniform as defined in the shader
  81858. * @param value Define the value to give to the uniform
  81859. * @return the texture itself allowing "fluent" like uniform updates
  81860. */
  81861. setFloats(name: string, value: number[]): ProceduralTexture;
  81862. /**
  81863. * Set a vec3 in the shader from a Color3.
  81864. * @param name Define the name of the uniform as defined in the shader
  81865. * @param value Define the value to give to the uniform
  81866. * @return the texture itself allowing "fluent" like uniform updates
  81867. */
  81868. setColor3(name: string, value: Color3): ProceduralTexture;
  81869. /**
  81870. * Set a vec4 in the shader from a Color4.
  81871. * @param name Define the name of the uniform as defined in the shader
  81872. * @param value Define the value to give to the uniform
  81873. * @return the texture itself allowing "fluent" like uniform updates
  81874. */
  81875. setColor4(name: string, value: Color4): ProceduralTexture;
  81876. /**
  81877. * Set a vec2 in the shader from a Vector2.
  81878. * @param name Define the name of the uniform as defined in the shader
  81879. * @param value Define the value to give to the uniform
  81880. * @return the texture itself allowing "fluent" like uniform updates
  81881. */
  81882. setVector2(name: string, value: Vector2): ProceduralTexture;
  81883. /**
  81884. * Set a vec3 in the shader from a Vector3.
  81885. * @param name Define the name of the uniform as defined in the shader
  81886. * @param value Define the value to give to the uniform
  81887. * @return the texture itself allowing "fluent" like uniform updates
  81888. */
  81889. setVector3(name: string, value: Vector3): ProceduralTexture;
  81890. /**
  81891. * Set a mat4 in the shader from a MAtrix.
  81892. * @param name Define the name of the uniform as defined in the shader
  81893. * @param value Define the value to give to the uniform
  81894. * @return the texture itself allowing "fluent" like uniform updates
  81895. */
  81896. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81897. /**
  81898. * Render the texture to its associated render target.
  81899. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81900. */
  81901. render(useCameraPostProcess?: boolean): void;
  81902. /**
  81903. * Clone the texture.
  81904. * @returns the cloned texture
  81905. */
  81906. clone(): ProceduralTexture;
  81907. /**
  81908. * Dispose the texture and release its asoociated resources.
  81909. */
  81910. dispose(): void;
  81911. }
  81912. }
  81913. declare module BABYLON {
  81914. /**
  81915. * This represents the base class for particle system in Babylon.
  81916. * 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.
  81917. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81918. * @example https://doc.babylonjs.com/babylon101/particles
  81919. */
  81920. export class BaseParticleSystem {
  81921. /**
  81922. * Source color is added to the destination color without alpha affecting the result
  81923. */
  81924. static BLENDMODE_ONEONE: number;
  81925. /**
  81926. * Blend current color and particle color using particle’s alpha
  81927. */
  81928. static BLENDMODE_STANDARD: number;
  81929. /**
  81930. * Add current color and particle color multiplied by particle’s alpha
  81931. */
  81932. static BLENDMODE_ADD: number;
  81933. /**
  81934. * Multiply current color with particle color
  81935. */
  81936. static BLENDMODE_MULTIPLY: number;
  81937. /**
  81938. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81939. */
  81940. static BLENDMODE_MULTIPLYADD: number;
  81941. /**
  81942. * List of animations used by the particle system.
  81943. */
  81944. animations: Animation[];
  81945. /**
  81946. * The id of the Particle system.
  81947. */
  81948. id: string;
  81949. /**
  81950. * The friendly name of the Particle system.
  81951. */
  81952. name: string;
  81953. /**
  81954. * The rendering group used by the Particle system to chose when to render.
  81955. */
  81956. renderingGroupId: number;
  81957. /**
  81958. * The emitter represents the Mesh or position we are attaching the particle system to.
  81959. */
  81960. emitter: Nullable<AbstractMesh | Vector3>;
  81961. /**
  81962. * The maximum number of particles to emit per frame
  81963. */
  81964. emitRate: number;
  81965. /**
  81966. * If you want to launch only a few particles at once, that can be done, as well.
  81967. */
  81968. manualEmitCount: number;
  81969. /**
  81970. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81971. */
  81972. updateSpeed: number;
  81973. /**
  81974. * The amount of time the particle system is running (depends of the overall update speed).
  81975. */
  81976. targetStopDuration: number;
  81977. /**
  81978. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81979. */
  81980. disposeOnStop: boolean;
  81981. /**
  81982. * Minimum power of emitting particles.
  81983. */
  81984. minEmitPower: number;
  81985. /**
  81986. * Maximum power of emitting particles.
  81987. */
  81988. maxEmitPower: number;
  81989. /**
  81990. * Minimum life time of emitting particles.
  81991. */
  81992. minLifeTime: number;
  81993. /**
  81994. * Maximum life time of emitting particles.
  81995. */
  81996. maxLifeTime: number;
  81997. /**
  81998. * Minimum Size of emitting particles.
  81999. */
  82000. minSize: number;
  82001. /**
  82002. * Maximum Size of emitting particles.
  82003. */
  82004. maxSize: number;
  82005. /**
  82006. * Minimum scale of emitting particles on X axis.
  82007. */
  82008. minScaleX: number;
  82009. /**
  82010. * Maximum scale of emitting particles on X axis.
  82011. */
  82012. maxScaleX: number;
  82013. /**
  82014. * Minimum scale of emitting particles on Y axis.
  82015. */
  82016. minScaleY: number;
  82017. /**
  82018. * Maximum scale of emitting particles on Y axis.
  82019. */
  82020. maxScaleY: number;
  82021. /**
  82022. * Gets or sets the minimal initial rotation in radians.
  82023. */
  82024. minInitialRotation: number;
  82025. /**
  82026. * Gets or sets the maximal initial rotation in radians.
  82027. */
  82028. maxInitialRotation: number;
  82029. /**
  82030. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82031. */
  82032. minAngularSpeed: number;
  82033. /**
  82034. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82035. */
  82036. maxAngularSpeed: number;
  82037. /**
  82038. * The texture used to render each particle. (this can be a spritesheet)
  82039. */
  82040. particleTexture: Nullable<Texture>;
  82041. /**
  82042. * The layer mask we are rendering the particles through.
  82043. */
  82044. layerMask: number;
  82045. /**
  82046. * This can help using your own shader to render the particle system.
  82047. * The according effect will be created
  82048. */
  82049. customShader: any;
  82050. /**
  82051. * By default particle system starts as soon as they are created. This prevents the
  82052. * automatic start to happen and let you decide when to start emitting particles.
  82053. */
  82054. preventAutoStart: boolean;
  82055. private _noiseTexture;
  82056. /**
  82057. * Gets or sets a texture used to add random noise to particle positions
  82058. */
  82059. noiseTexture: Nullable<ProceduralTexture>;
  82060. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82061. noiseStrength: Vector3;
  82062. /**
  82063. * Callback triggered when the particle animation is ending.
  82064. */
  82065. onAnimationEnd: Nullable<() => void>;
  82066. /**
  82067. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  82068. */
  82069. blendMode: number;
  82070. /**
  82071. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  82072. * to override the particles.
  82073. */
  82074. forceDepthWrite: boolean;
  82075. /** 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 */
  82076. preWarmCycles: number;
  82077. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  82078. preWarmStepOffset: number;
  82079. /**
  82080. * 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)
  82081. */
  82082. spriteCellChangeSpeed: number;
  82083. /**
  82084. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82085. */
  82086. startSpriteCellID: number;
  82087. /**
  82088. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82089. */
  82090. endSpriteCellID: number;
  82091. /**
  82092. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82093. */
  82094. spriteCellWidth: number;
  82095. /**
  82096. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82097. */
  82098. spriteCellHeight: number;
  82099. /**
  82100. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82101. */
  82102. spriteRandomStartCell: boolean;
  82103. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82104. translationPivot: Vector2;
  82105. /** @hidden */
  82106. protected _isAnimationSheetEnabled: boolean;
  82107. /**
  82108. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82109. */
  82110. beginAnimationOnStart: boolean;
  82111. /**
  82112. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82113. */
  82114. beginAnimationFrom: number;
  82115. /**
  82116. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82117. */
  82118. beginAnimationTo: number;
  82119. /**
  82120. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82121. */
  82122. beginAnimationLoop: boolean;
  82123. /**
  82124. * Gets or sets a world offset applied to all particles
  82125. */
  82126. worldOffset: Vector3;
  82127. /**
  82128. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  82129. */
  82130. isAnimationSheetEnabled: boolean;
  82131. /**
  82132. * Get hosting scene
  82133. * @returns the scene
  82134. */
  82135. getScene(): Scene;
  82136. /**
  82137. * You can use gravity if you want to give an orientation to your particles.
  82138. */
  82139. gravity: Vector3;
  82140. protected _colorGradients: Nullable<Array<ColorGradient>>;
  82141. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  82142. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  82143. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  82144. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  82145. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  82146. protected _dragGradients: Nullable<Array<FactorGradient>>;
  82147. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  82148. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  82149. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  82150. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  82151. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  82152. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  82153. /**
  82154. * Defines the delay in milliseconds before starting the system (0 by default)
  82155. */
  82156. startDelay: number;
  82157. /**
  82158. * Gets the current list of drag gradients.
  82159. * You must use addDragGradient and removeDragGradient to udpate this list
  82160. * @returns the list of drag gradients
  82161. */
  82162. getDragGradients(): Nullable<Array<FactorGradient>>;
  82163. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82164. limitVelocityDamping: number;
  82165. /**
  82166. * Gets the current list of limit velocity gradients.
  82167. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82168. * @returns the list of limit velocity gradients
  82169. */
  82170. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82171. /**
  82172. * Gets the current list of color gradients.
  82173. * You must use addColorGradient and removeColorGradient to udpate this list
  82174. * @returns the list of color gradients
  82175. */
  82176. getColorGradients(): Nullable<Array<ColorGradient>>;
  82177. /**
  82178. * Gets the current list of size gradients.
  82179. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82180. * @returns the list of size gradients
  82181. */
  82182. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82183. /**
  82184. * Gets the current list of color remap gradients.
  82185. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82186. * @returns the list of color remap gradients
  82187. */
  82188. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82189. /**
  82190. * Gets the current list of alpha remap gradients.
  82191. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82192. * @returns the list of alpha remap gradients
  82193. */
  82194. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82195. /**
  82196. * Gets the current list of life time gradients.
  82197. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82198. * @returns the list of life time gradients
  82199. */
  82200. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82201. /**
  82202. * Gets the current list of angular speed gradients.
  82203. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82204. * @returns the list of angular speed gradients
  82205. */
  82206. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82207. /**
  82208. * Gets the current list of velocity gradients.
  82209. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82210. * @returns the list of velocity gradients
  82211. */
  82212. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82213. /**
  82214. * Gets the current list of start size gradients.
  82215. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82216. * @returns the list of start size gradients
  82217. */
  82218. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82219. /**
  82220. * Gets the current list of emit rate gradients.
  82221. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82222. * @returns the list of emit rate gradients
  82223. */
  82224. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82225. /**
  82226. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82227. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82228. */
  82229. direction1: Vector3;
  82230. /**
  82231. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82232. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82233. */
  82234. direction2: Vector3;
  82235. /**
  82236. * 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.
  82237. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82238. */
  82239. minEmitBox: Vector3;
  82240. /**
  82241. * 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.
  82242. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82243. */
  82244. maxEmitBox: Vector3;
  82245. /**
  82246. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82247. */
  82248. color1: Color4;
  82249. /**
  82250. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82251. */
  82252. color2: Color4;
  82253. /**
  82254. * Color the particle will have at the end of its lifetime
  82255. */
  82256. colorDead: Color4;
  82257. /**
  82258. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82259. */
  82260. textureMask: Color4;
  82261. /**
  82262. * The particle emitter type defines the emitter used by the particle system.
  82263. * It can be for example box, sphere, or cone...
  82264. */
  82265. particleEmitterType: IParticleEmitterType;
  82266. /** @hidden */
  82267. _isSubEmitter: boolean;
  82268. /**
  82269. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82270. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82271. */
  82272. billboardMode: number;
  82273. protected _isBillboardBased: boolean;
  82274. /**
  82275. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82276. */
  82277. isBillboardBased: boolean;
  82278. /**
  82279. * The scene the particle system belongs to.
  82280. */
  82281. protected _scene: Scene;
  82282. /**
  82283. * Local cache of defines for image processing.
  82284. */
  82285. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82286. /**
  82287. * Default configuration related to image processing available in the standard Material.
  82288. */
  82289. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82290. /**
  82291. * Gets the image processing configuration used either in this material.
  82292. */
  82293. /**
  82294. * Sets the Default image processing configuration used either in the this material.
  82295. *
  82296. * If sets to null, the scene one is in use.
  82297. */
  82298. imageProcessingConfiguration: ImageProcessingConfiguration;
  82299. /**
  82300. * Attaches a new image processing configuration to the Standard Material.
  82301. * @param configuration
  82302. */
  82303. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82304. /** @hidden */
  82305. protected _reset(): void;
  82306. /** @hidden */
  82307. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82308. /**
  82309. * Instantiates a particle system.
  82310. * 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.
  82311. * @param name The name of the particle system
  82312. */
  82313. constructor(name: string);
  82314. /**
  82315. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82316. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82317. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82318. * @returns the emitter
  82319. */
  82320. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82321. /**
  82322. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82323. * @param radius The radius of the hemisphere to emit from
  82324. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82325. * @returns the emitter
  82326. */
  82327. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82328. /**
  82329. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82330. * @param radius The radius of the sphere to emit from
  82331. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82332. * @returns the emitter
  82333. */
  82334. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82335. /**
  82336. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82337. * @param radius The radius of the sphere to emit from
  82338. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82339. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82340. * @returns the emitter
  82341. */
  82342. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82343. /**
  82344. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82345. * @param radius The radius of the emission cylinder
  82346. * @param height The height of the emission cylinder
  82347. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82348. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82349. * @returns the emitter
  82350. */
  82351. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82352. /**
  82353. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82354. * @param radius The radius of the cylinder to emit from
  82355. * @param height The height of the emission cylinder
  82356. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82357. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82358. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82359. * @returns the emitter
  82360. */
  82361. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82362. /**
  82363. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82364. * @param radius The radius of the cone to emit from
  82365. * @param angle The base angle of the cone
  82366. * @returns the emitter
  82367. */
  82368. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82369. /**
  82370. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82371. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82372. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82373. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82374. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82375. * @returns the emitter
  82376. */
  82377. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82378. }
  82379. }
  82380. declare module BABYLON {
  82381. /**
  82382. * Type of sub emitter
  82383. */
  82384. export enum SubEmitterType {
  82385. /**
  82386. * Attached to the particle over it's lifetime
  82387. */
  82388. ATTACHED = 0,
  82389. /**
  82390. * Created when the particle dies
  82391. */
  82392. END = 1
  82393. }
  82394. /**
  82395. * Sub emitter class used to emit particles from an existing particle
  82396. */
  82397. export class SubEmitter {
  82398. /**
  82399. * the particle system to be used by the sub emitter
  82400. */
  82401. particleSystem: ParticleSystem;
  82402. /**
  82403. * Type of the submitter (Default: END)
  82404. */
  82405. type: SubEmitterType;
  82406. /**
  82407. * 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)
  82408. * Note: This only is supported when using an emitter of type Mesh
  82409. */
  82410. inheritDirection: boolean;
  82411. /**
  82412. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82413. */
  82414. inheritedVelocityAmount: number;
  82415. /**
  82416. * Creates a sub emitter
  82417. * @param particleSystem the particle system to be used by the sub emitter
  82418. */
  82419. constructor(
  82420. /**
  82421. * the particle system to be used by the sub emitter
  82422. */
  82423. particleSystem: ParticleSystem);
  82424. /**
  82425. * Clones the sub emitter
  82426. * @returns the cloned sub emitter
  82427. */
  82428. clone(): SubEmitter;
  82429. /**
  82430. * Serialize current object to a JSON object
  82431. * @returns the serialized object
  82432. */
  82433. serialize(): any;
  82434. /** @hidden */
  82435. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82436. /**
  82437. * Creates a new SubEmitter from a serialized JSON version
  82438. * @param serializationObject defines the JSON object to read from
  82439. * @param scene defines the hosting scene
  82440. * @param rootUrl defines the rootUrl for data loading
  82441. * @returns a new SubEmitter
  82442. */
  82443. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82444. /** Release associated resources */
  82445. dispose(): void;
  82446. }
  82447. }
  82448. declare module BABYLON {
  82449. /** @hidden */
  82450. export var clipPlaneFragmentDeclaration: {
  82451. name: string;
  82452. shader: string;
  82453. };
  82454. }
  82455. declare module BABYLON {
  82456. /** @hidden */
  82457. export var imageProcessingDeclaration: {
  82458. name: string;
  82459. shader: string;
  82460. };
  82461. }
  82462. declare module BABYLON {
  82463. /** @hidden */
  82464. export var imageProcessingFunctions: {
  82465. name: string;
  82466. shader: string;
  82467. };
  82468. }
  82469. declare module BABYLON {
  82470. /** @hidden */
  82471. export var clipPlaneFragment: {
  82472. name: string;
  82473. shader: string;
  82474. };
  82475. }
  82476. declare module BABYLON {
  82477. /** @hidden */
  82478. export var particlesPixelShader: {
  82479. name: string;
  82480. shader: string;
  82481. };
  82482. }
  82483. declare module BABYLON {
  82484. /** @hidden */
  82485. export var clipPlaneVertexDeclaration: {
  82486. name: string;
  82487. shader: string;
  82488. };
  82489. }
  82490. declare module BABYLON {
  82491. /** @hidden */
  82492. export var clipPlaneVertex: {
  82493. name: string;
  82494. shader: string;
  82495. };
  82496. }
  82497. declare module BABYLON {
  82498. /** @hidden */
  82499. export var particlesVertexShader: {
  82500. name: string;
  82501. shader: string;
  82502. };
  82503. }
  82504. declare module BABYLON {
  82505. /**
  82506. * This represents a particle system in Babylon.
  82507. * 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.
  82508. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82509. * @example https://doc.babylonjs.com/babylon101/particles
  82510. */
  82511. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82512. /**
  82513. * Billboard mode will only apply to Y axis
  82514. */
  82515. static readonly BILLBOARDMODE_Y: number;
  82516. /**
  82517. * Billboard mode will apply to all axes
  82518. */
  82519. static readonly BILLBOARDMODE_ALL: number;
  82520. /**
  82521. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82522. */
  82523. static readonly BILLBOARDMODE_STRETCHED: number;
  82524. /**
  82525. * This function can be defined to provide custom update for active particles.
  82526. * This function will be called instead of regular update (age, position, color, etc.).
  82527. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82528. */
  82529. updateFunction: (particles: Particle[]) => void;
  82530. private _emitterWorldMatrix;
  82531. /**
  82532. * This function can be defined to specify initial direction for every new particle.
  82533. * It by default use the emitterType defined function
  82534. */
  82535. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82536. /**
  82537. * This function can be defined to specify initial position for every new particle.
  82538. * It by default use the emitterType defined function
  82539. */
  82540. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82541. /**
  82542. * @hidden
  82543. */
  82544. _inheritedVelocityOffset: Vector3;
  82545. /**
  82546. * An event triggered when the system is disposed
  82547. */
  82548. onDisposeObservable: Observable<ParticleSystem>;
  82549. private _onDisposeObserver;
  82550. /**
  82551. * Sets a callback that will be triggered when the system is disposed
  82552. */
  82553. onDispose: () => void;
  82554. private _particles;
  82555. private _epsilon;
  82556. private _capacity;
  82557. private _stockParticles;
  82558. private _newPartsExcess;
  82559. private _vertexData;
  82560. private _vertexBuffer;
  82561. private _vertexBuffers;
  82562. private _spriteBuffer;
  82563. private _indexBuffer;
  82564. private _effect;
  82565. private _customEffect;
  82566. private _cachedDefines;
  82567. private _scaledColorStep;
  82568. private _colorDiff;
  82569. private _scaledDirection;
  82570. private _scaledGravity;
  82571. private _currentRenderId;
  82572. private _alive;
  82573. private _useInstancing;
  82574. private _started;
  82575. private _stopped;
  82576. private _actualFrame;
  82577. private _scaledUpdateSpeed;
  82578. private _vertexBufferSize;
  82579. /** @hidden */
  82580. _currentEmitRateGradient: Nullable<FactorGradient>;
  82581. /** @hidden */
  82582. _currentEmitRate1: number;
  82583. /** @hidden */
  82584. _currentEmitRate2: number;
  82585. /** @hidden */
  82586. _currentStartSizeGradient: Nullable<FactorGradient>;
  82587. /** @hidden */
  82588. _currentStartSize1: number;
  82589. /** @hidden */
  82590. _currentStartSize2: number;
  82591. private readonly _rawTextureWidth;
  82592. private _rampGradientsTexture;
  82593. private _useRampGradients;
  82594. /** Gets or sets a boolean indicating that ramp gradients must be used
  82595. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82596. */
  82597. useRampGradients: boolean;
  82598. /**
  82599. * 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.
  82600. * 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: [])
  82601. */
  82602. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82603. private _subEmitters;
  82604. /**
  82605. * @hidden
  82606. * If the particle systems emitter should be disposed when the particle system is disposed
  82607. */
  82608. _disposeEmitterOnDispose: boolean;
  82609. /**
  82610. * The current active Sub-systems, this property is used by the root particle system only.
  82611. */
  82612. activeSubSystems: Array<ParticleSystem>;
  82613. private _rootParticleSystem;
  82614. /**
  82615. * Gets the current list of active particles
  82616. */
  82617. readonly particles: Particle[];
  82618. /**
  82619. * Returns the string "ParticleSystem"
  82620. * @returns a string containing the class name
  82621. */
  82622. getClassName(): string;
  82623. /**
  82624. * Instantiates a particle system.
  82625. * 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.
  82626. * @param name The name of the particle system
  82627. * @param capacity The max number of particles alive at the same time
  82628. * @param scene The scene the particle system belongs to
  82629. * @param customEffect a custom effect used to change the way particles are rendered by default
  82630. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82631. * @param epsilon Offset used to render the particles
  82632. */
  82633. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82634. private _addFactorGradient;
  82635. private _removeFactorGradient;
  82636. /**
  82637. * Adds a new life time gradient
  82638. * @param gradient defines the gradient to use (between 0 and 1)
  82639. * @param factor defines the life time factor to affect to the specified gradient
  82640. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82641. * @returns the current particle system
  82642. */
  82643. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82644. /**
  82645. * Remove a specific life time gradient
  82646. * @param gradient defines the gradient to remove
  82647. * @returns the current particle system
  82648. */
  82649. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82650. /**
  82651. * Adds a new size gradient
  82652. * @param gradient defines the gradient to use (between 0 and 1)
  82653. * @param factor defines the size factor to affect to the specified gradient
  82654. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82655. * @returns the current particle system
  82656. */
  82657. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82658. /**
  82659. * Remove a specific size gradient
  82660. * @param gradient defines the gradient to remove
  82661. * @returns the current particle system
  82662. */
  82663. removeSizeGradient(gradient: number): IParticleSystem;
  82664. /**
  82665. * Adds a new color remap gradient
  82666. * @param gradient defines the gradient to use (between 0 and 1)
  82667. * @param min defines the color remap minimal range
  82668. * @param max defines the color remap maximal range
  82669. * @returns the current particle system
  82670. */
  82671. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82672. /**
  82673. * Remove a specific color remap gradient
  82674. * @param gradient defines the gradient to remove
  82675. * @returns the current particle system
  82676. */
  82677. removeColorRemapGradient(gradient: number): IParticleSystem;
  82678. /**
  82679. * Adds a new alpha remap gradient
  82680. * @param gradient defines the gradient to use (between 0 and 1)
  82681. * @param min defines the alpha remap minimal range
  82682. * @param max defines the alpha remap maximal range
  82683. * @returns the current particle system
  82684. */
  82685. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82686. /**
  82687. * Remove a specific alpha remap gradient
  82688. * @param gradient defines the gradient to remove
  82689. * @returns the current particle system
  82690. */
  82691. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82692. /**
  82693. * Adds a new angular speed gradient
  82694. * @param gradient defines the gradient to use (between 0 and 1)
  82695. * @param factor defines the angular speed to affect to the specified gradient
  82696. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82697. * @returns the current particle system
  82698. */
  82699. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82700. /**
  82701. * Remove a specific angular speed gradient
  82702. * @param gradient defines the gradient to remove
  82703. * @returns the current particle system
  82704. */
  82705. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82706. /**
  82707. * Adds a new velocity gradient
  82708. * @param gradient defines the gradient to use (between 0 and 1)
  82709. * @param factor defines the velocity to affect to the specified gradient
  82710. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82711. * @returns the current particle system
  82712. */
  82713. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82714. /**
  82715. * Remove a specific velocity gradient
  82716. * @param gradient defines the gradient to remove
  82717. * @returns the current particle system
  82718. */
  82719. removeVelocityGradient(gradient: number): IParticleSystem;
  82720. /**
  82721. * Adds a new limit velocity gradient
  82722. * @param gradient defines the gradient to use (between 0 and 1)
  82723. * @param factor defines the limit velocity value to affect to the specified gradient
  82724. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82725. * @returns the current particle system
  82726. */
  82727. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82728. /**
  82729. * Remove a specific limit velocity gradient
  82730. * @param gradient defines the gradient to remove
  82731. * @returns the current particle system
  82732. */
  82733. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82734. /**
  82735. * Adds a new drag gradient
  82736. * @param gradient defines the gradient to use (between 0 and 1)
  82737. * @param factor defines the drag value to affect to the specified gradient
  82738. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82739. * @returns the current particle system
  82740. */
  82741. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82742. /**
  82743. * Remove a specific drag gradient
  82744. * @param gradient defines the gradient to remove
  82745. * @returns the current particle system
  82746. */
  82747. removeDragGradient(gradient: number): IParticleSystem;
  82748. /**
  82749. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82750. * @param gradient defines the gradient to use (between 0 and 1)
  82751. * @param factor defines the emit rate value to affect to the specified gradient
  82752. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82753. * @returns the current particle system
  82754. */
  82755. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82756. /**
  82757. * Remove a specific emit rate gradient
  82758. * @param gradient defines the gradient to remove
  82759. * @returns the current particle system
  82760. */
  82761. removeEmitRateGradient(gradient: number): IParticleSystem;
  82762. /**
  82763. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82764. * @param gradient defines the gradient to use (between 0 and 1)
  82765. * @param factor defines the start size value to affect to the specified gradient
  82766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82767. * @returns the current particle system
  82768. */
  82769. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82770. /**
  82771. * Remove a specific start size gradient
  82772. * @param gradient defines the gradient to remove
  82773. * @returns the current particle system
  82774. */
  82775. removeStartSizeGradient(gradient: number): IParticleSystem;
  82776. private _createRampGradientTexture;
  82777. /**
  82778. * Gets the current list of ramp gradients.
  82779. * You must use addRampGradient and removeRampGradient to udpate this list
  82780. * @returns the list of ramp gradients
  82781. */
  82782. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82783. /**
  82784. * Adds a new ramp gradient used to remap particle colors
  82785. * @param gradient defines the gradient to use (between 0 and 1)
  82786. * @param color defines the color to affect to the specified gradient
  82787. * @returns the current particle system
  82788. */
  82789. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82790. /**
  82791. * Remove a specific ramp gradient
  82792. * @param gradient defines the gradient to remove
  82793. * @returns the current particle system
  82794. */
  82795. removeRampGradient(gradient: number): ParticleSystem;
  82796. /**
  82797. * Adds a new color gradient
  82798. * @param gradient defines the gradient to use (between 0 and 1)
  82799. * @param color1 defines the color to affect to the specified gradient
  82800. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82801. * @returns this particle system
  82802. */
  82803. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82804. /**
  82805. * Remove a specific color gradient
  82806. * @param gradient defines the gradient to remove
  82807. * @returns this particle system
  82808. */
  82809. removeColorGradient(gradient: number): IParticleSystem;
  82810. private _fetchR;
  82811. protected _reset(): void;
  82812. private _resetEffect;
  82813. private _createVertexBuffers;
  82814. private _createIndexBuffer;
  82815. /**
  82816. * Gets the maximum number of particles active at the same time.
  82817. * @returns The max number of active particles.
  82818. */
  82819. getCapacity(): number;
  82820. /**
  82821. * Gets whether there are still active particles in the system.
  82822. * @returns True if it is alive, otherwise false.
  82823. */
  82824. isAlive(): boolean;
  82825. /**
  82826. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82827. * @returns True if it has been started, otherwise false.
  82828. */
  82829. isStarted(): boolean;
  82830. private _prepareSubEmitterInternalArray;
  82831. /**
  82832. * Starts the particle system and begins to emit
  82833. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82834. */
  82835. start(delay?: number): void;
  82836. /**
  82837. * Stops the particle system.
  82838. * @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.
  82839. */
  82840. stop(stopSubEmitters?: boolean): void;
  82841. /**
  82842. * Remove all active particles
  82843. */
  82844. reset(): void;
  82845. /**
  82846. * @hidden (for internal use only)
  82847. */
  82848. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82849. /**
  82850. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82851. * Its lifetime will start back at 0.
  82852. */
  82853. recycleParticle: (particle: Particle) => void;
  82854. private _stopSubEmitters;
  82855. private _createParticle;
  82856. private _removeFromRoot;
  82857. private _emitFromParticle;
  82858. private _update;
  82859. /** @hidden */
  82860. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82861. /** @hidden */
  82862. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82863. /** @hidden */
  82864. private _getEffect;
  82865. /**
  82866. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82867. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82868. */
  82869. animate(preWarmOnly?: boolean): void;
  82870. private _appendParticleVertices;
  82871. /**
  82872. * Rebuilds the particle system.
  82873. */
  82874. rebuild(): void;
  82875. /**
  82876. * Is this system ready to be used/rendered
  82877. * @return true if the system is ready
  82878. */
  82879. isReady(): boolean;
  82880. private _render;
  82881. /**
  82882. * Renders the particle system in its current state.
  82883. * @returns the current number of particles
  82884. */
  82885. render(): number;
  82886. /**
  82887. * Disposes the particle system and free the associated resources
  82888. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82889. */
  82890. dispose(disposeTexture?: boolean): void;
  82891. /**
  82892. * Clones the particle system.
  82893. * @param name The name of the cloned object
  82894. * @param newEmitter The new emitter to use
  82895. * @returns the cloned particle system
  82896. */
  82897. clone(name: string, newEmitter: any): ParticleSystem;
  82898. /**
  82899. * Serializes the particle system to a JSON object.
  82900. * @returns the JSON object
  82901. */
  82902. serialize(): any;
  82903. /** @hidden */
  82904. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82905. /** @hidden */
  82906. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82907. /**
  82908. * Parses a JSON object to create a particle system.
  82909. * @param parsedParticleSystem The JSON object to parse
  82910. * @param scene The scene to create the particle system in
  82911. * @param rootUrl The root url to use to load external dependencies like texture
  82912. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82913. * @returns the Parsed particle system
  82914. */
  82915. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82916. }
  82917. }
  82918. declare module BABYLON {
  82919. /**
  82920. * A particle represents one of the element emitted by a particle system.
  82921. * This is mainly define by its coordinates, direction, velocity and age.
  82922. */
  82923. export class Particle {
  82924. /**
  82925. * The particle system the particle belongs to.
  82926. */
  82927. particleSystem: ParticleSystem;
  82928. private static _Count;
  82929. /**
  82930. * Unique ID of the particle
  82931. */
  82932. id: number;
  82933. /**
  82934. * The world position of the particle in the scene.
  82935. */
  82936. position: Vector3;
  82937. /**
  82938. * The world direction of the particle in the scene.
  82939. */
  82940. direction: Vector3;
  82941. /**
  82942. * The color of the particle.
  82943. */
  82944. color: Color4;
  82945. /**
  82946. * The color change of the particle per step.
  82947. */
  82948. colorStep: Color4;
  82949. /**
  82950. * Defines how long will the life of the particle be.
  82951. */
  82952. lifeTime: number;
  82953. /**
  82954. * The current age of the particle.
  82955. */
  82956. age: number;
  82957. /**
  82958. * The current size of the particle.
  82959. */
  82960. size: number;
  82961. /**
  82962. * The current scale of the particle.
  82963. */
  82964. scale: Vector2;
  82965. /**
  82966. * The current angle of the particle.
  82967. */
  82968. angle: number;
  82969. /**
  82970. * Defines how fast is the angle changing.
  82971. */
  82972. angularSpeed: number;
  82973. /**
  82974. * Defines the cell index used by the particle to be rendered from a sprite.
  82975. */
  82976. cellIndex: number;
  82977. /**
  82978. * The information required to support color remapping
  82979. */
  82980. remapData: Vector4;
  82981. /** @hidden */
  82982. _randomCellOffset?: number;
  82983. /** @hidden */
  82984. _initialDirection: Nullable<Vector3>;
  82985. /** @hidden */
  82986. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82987. /** @hidden */
  82988. _initialStartSpriteCellID: number;
  82989. /** @hidden */
  82990. _initialEndSpriteCellID: number;
  82991. /** @hidden */
  82992. _currentColorGradient: Nullable<ColorGradient>;
  82993. /** @hidden */
  82994. _currentColor1: Color4;
  82995. /** @hidden */
  82996. _currentColor2: Color4;
  82997. /** @hidden */
  82998. _currentSizeGradient: Nullable<FactorGradient>;
  82999. /** @hidden */
  83000. _currentSize1: number;
  83001. /** @hidden */
  83002. _currentSize2: number;
  83003. /** @hidden */
  83004. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  83005. /** @hidden */
  83006. _currentAngularSpeed1: number;
  83007. /** @hidden */
  83008. _currentAngularSpeed2: number;
  83009. /** @hidden */
  83010. _currentVelocityGradient: Nullable<FactorGradient>;
  83011. /** @hidden */
  83012. _currentVelocity1: number;
  83013. /** @hidden */
  83014. _currentVelocity2: number;
  83015. /** @hidden */
  83016. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  83017. /** @hidden */
  83018. _currentLimitVelocity1: number;
  83019. /** @hidden */
  83020. _currentLimitVelocity2: number;
  83021. /** @hidden */
  83022. _currentDragGradient: Nullable<FactorGradient>;
  83023. /** @hidden */
  83024. _currentDrag1: number;
  83025. /** @hidden */
  83026. _currentDrag2: number;
  83027. /** @hidden */
  83028. _randomNoiseCoordinates1: Vector3;
  83029. /** @hidden */
  83030. _randomNoiseCoordinates2: Vector3;
  83031. /**
  83032. * Creates a new instance Particle
  83033. * @param particleSystem the particle system the particle belongs to
  83034. */
  83035. constructor(
  83036. /**
  83037. * The particle system the particle belongs to.
  83038. */
  83039. particleSystem: ParticleSystem);
  83040. private updateCellInfoFromSystem;
  83041. /**
  83042. * Defines how the sprite cell index is updated for the particle
  83043. */
  83044. updateCellIndex(): void;
  83045. /** @hidden */
  83046. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  83047. /** @hidden */
  83048. _inheritParticleInfoToSubEmitters(): void;
  83049. /** @hidden */
  83050. _reset(): void;
  83051. /**
  83052. * Copy the properties of particle to another one.
  83053. * @param other the particle to copy the information to.
  83054. */
  83055. copyTo(other: Particle): void;
  83056. }
  83057. }
  83058. declare module BABYLON {
  83059. /**
  83060. * Particle emitter represents a volume emitting particles.
  83061. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  83062. */
  83063. export interface IParticleEmitterType {
  83064. /**
  83065. * Called by the particle System when the direction is computed for the created particle.
  83066. * @param worldMatrix is the world matrix of the particle system
  83067. * @param directionToUpdate is the direction vector to update with the result
  83068. * @param particle is the particle we are computed the direction for
  83069. */
  83070. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83071. /**
  83072. * Called by the particle System when the position is computed for the created particle.
  83073. * @param worldMatrix is the world matrix of the particle system
  83074. * @param positionToUpdate is the position vector to update with the result
  83075. * @param particle is the particle we are computed the position for
  83076. */
  83077. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83078. /**
  83079. * Clones the current emitter and returns a copy of it
  83080. * @returns the new emitter
  83081. */
  83082. clone(): IParticleEmitterType;
  83083. /**
  83084. * Called by the GPUParticleSystem to setup the update shader
  83085. * @param effect defines the update shader
  83086. */
  83087. applyToShader(effect: Effect): void;
  83088. /**
  83089. * Returns a string to use to update the GPU particles update shader
  83090. * @returns the effect defines string
  83091. */
  83092. getEffectDefines(): string;
  83093. /**
  83094. * Returns a string representing the class name
  83095. * @returns a string containing the class name
  83096. */
  83097. getClassName(): string;
  83098. /**
  83099. * Serializes the particle system to a JSON object.
  83100. * @returns the JSON object
  83101. */
  83102. serialize(): any;
  83103. /**
  83104. * Parse properties from a JSON object
  83105. * @param serializationObject defines the JSON object
  83106. */
  83107. parse(serializationObject: any): void;
  83108. }
  83109. }
  83110. declare module BABYLON {
  83111. /**
  83112. * Particle emitter emitting particles from the inside of a box.
  83113. * It emits the particles randomly between 2 given directions.
  83114. */
  83115. export class BoxParticleEmitter implements IParticleEmitterType {
  83116. /**
  83117. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83118. */
  83119. direction1: Vector3;
  83120. /**
  83121. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83122. */
  83123. direction2: Vector3;
  83124. /**
  83125. * 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.
  83126. */
  83127. minEmitBox: Vector3;
  83128. /**
  83129. * 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.
  83130. */
  83131. maxEmitBox: Vector3;
  83132. /**
  83133. * Creates a new instance BoxParticleEmitter
  83134. */
  83135. constructor();
  83136. /**
  83137. * Called by the particle System when the direction is computed for the created particle.
  83138. * @param worldMatrix is the world matrix of the particle system
  83139. * @param directionToUpdate is the direction vector to update with the result
  83140. * @param particle is the particle we are computed the direction for
  83141. */
  83142. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83143. /**
  83144. * Called by the particle System when the position is computed for the created particle.
  83145. * @param worldMatrix is the world matrix of the particle system
  83146. * @param positionToUpdate is the position vector to update with the result
  83147. * @param particle is the particle we are computed the position for
  83148. */
  83149. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83150. /**
  83151. * Clones the current emitter and returns a copy of it
  83152. * @returns the new emitter
  83153. */
  83154. clone(): BoxParticleEmitter;
  83155. /**
  83156. * Called by the GPUParticleSystem to setup the update shader
  83157. * @param effect defines the update shader
  83158. */
  83159. applyToShader(effect: Effect): void;
  83160. /**
  83161. * Returns a string to use to update the GPU particles update shader
  83162. * @returns a string containng the defines string
  83163. */
  83164. getEffectDefines(): string;
  83165. /**
  83166. * Returns the string "BoxParticleEmitter"
  83167. * @returns a string containing the class name
  83168. */
  83169. getClassName(): string;
  83170. /**
  83171. * Serializes the particle system to a JSON object.
  83172. * @returns the JSON object
  83173. */
  83174. serialize(): any;
  83175. /**
  83176. * Parse properties from a JSON object
  83177. * @param serializationObject defines the JSON object
  83178. */
  83179. parse(serializationObject: any): void;
  83180. }
  83181. }
  83182. declare module BABYLON {
  83183. /**
  83184. * Particle emitter emitting particles from the inside of a cone.
  83185. * It emits the particles alongside the cone volume from the base to the particle.
  83186. * The emission direction might be randomized.
  83187. */
  83188. export class ConeParticleEmitter implements IParticleEmitterType {
  83189. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83190. directionRandomizer: number;
  83191. private _radius;
  83192. private _angle;
  83193. private _height;
  83194. /**
  83195. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83196. */
  83197. radiusRange: number;
  83198. /**
  83199. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83200. */
  83201. heightRange: number;
  83202. /**
  83203. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83204. */
  83205. emitFromSpawnPointOnly: boolean;
  83206. /**
  83207. * Gets or sets the radius of the emission cone
  83208. */
  83209. radius: number;
  83210. /**
  83211. * Gets or sets the angle of the emission cone
  83212. */
  83213. angle: number;
  83214. private _buildHeight;
  83215. /**
  83216. * Creates a new instance ConeParticleEmitter
  83217. * @param radius the radius of the emission cone (1 by default)
  83218. * @param angle the cone base angle (PI by default)
  83219. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83220. */
  83221. constructor(radius?: number, angle?: number,
  83222. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83223. directionRandomizer?: number);
  83224. /**
  83225. * Called by the particle System when the direction is computed for the created particle.
  83226. * @param worldMatrix is the world matrix of the particle system
  83227. * @param directionToUpdate is the direction vector to update with the result
  83228. * @param particle is the particle we are computed the direction for
  83229. */
  83230. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83231. /**
  83232. * Called by the particle System when the position is computed for the created particle.
  83233. * @param worldMatrix is the world matrix of the particle system
  83234. * @param positionToUpdate is the position vector to update with the result
  83235. * @param particle is the particle we are computed the position for
  83236. */
  83237. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83238. /**
  83239. * Clones the current emitter and returns a copy of it
  83240. * @returns the new emitter
  83241. */
  83242. clone(): ConeParticleEmitter;
  83243. /**
  83244. * Called by the GPUParticleSystem to setup the update shader
  83245. * @param effect defines the update shader
  83246. */
  83247. applyToShader(effect: Effect): void;
  83248. /**
  83249. * Returns a string to use to update the GPU particles update shader
  83250. * @returns a string containng the defines string
  83251. */
  83252. getEffectDefines(): string;
  83253. /**
  83254. * Returns the string "ConeParticleEmitter"
  83255. * @returns a string containing the class name
  83256. */
  83257. getClassName(): string;
  83258. /**
  83259. * Serializes the particle system to a JSON object.
  83260. * @returns the JSON object
  83261. */
  83262. serialize(): any;
  83263. /**
  83264. * Parse properties from a JSON object
  83265. * @param serializationObject defines the JSON object
  83266. */
  83267. parse(serializationObject: any): void;
  83268. }
  83269. }
  83270. declare module BABYLON {
  83271. /**
  83272. * Particle emitter emitting particles from the inside of a cylinder.
  83273. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83274. */
  83275. export class CylinderParticleEmitter implements IParticleEmitterType {
  83276. /**
  83277. * The radius of the emission cylinder.
  83278. */
  83279. radius: number;
  83280. /**
  83281. * The height of the emission cylinder.
  83282. */
  83283. height: number;
  83284. /**
  83285. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83286. */
  83287. radiusRange: number;
  83288. /**
  83289. * How much to randomize the particle direction [0-1].
  83290. */
  83291. directionRandomizer: number;
  83292. /**
  83293. * Creates a new instance CylinderParticleEmitter
  83294. * @param radius the radius of the emission cylinder (1 by default)
  83295. * @param height the height of the emission cylinder (1 by default)
  83296. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83297. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83298. */
  83299. constructor(
  83300. /**
  83301. * The radius of the emission cylinder.
  83302. */
  83303. radius?: number,
  83304. /**
  83305. * The height of the emission cylinder.
  83306. */
  83307. height?: number,
  83308. /**
  83309. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83310. */
  83311. radiusRange?: number,
  83312. /**
  83313. * How much to randomize the particle direction [0-1].
  83314. */
  83315. directionRandomizer?: number);
  83316. /**
  83317. * Called by the particle System when the direction is computed for the created particle.
  83318. * @param worldMatrix is the world matrix of the particle system
  83319. * @param directionToUpdate is the direction vector to update with the result
  83320. * @param particle is the particle we are computed the direction for
  83321. */
  83322. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83323. /**
  83324. * Called by the particle System when the position is computed for the created particle.
  83325. * @param worldMatrix is the world matrix of the particle system
  83326. * @param positionToUpdate is the position vector to update with the result
  83327. * @param particle is the particle we are computed the position for
  83328. */
  83329. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83330. /**
  83331. * Clones the current emitter and returns a copy of it
  83332. * @returns the new emitter
  83333. */
  83334. clone(): CylinderParticleEmitter;
  83335. /**
  83336. * Called by the GPUParticleSystem to setup the update shader
  83337. * @param effect defines the update shader
  83338. */
  83339. applyToShader(effect: Effect): void;
  83340. /**
  83341. * Returns a string to use to update the GPU particles update shader
  83342. * @returns a string containng the defines string
  83343. */
  83344. getEffectDefines(): string;
  83345. /**
  83346. * Returns the string "CylinderParticleEmitter"
  83347. * @returns a string containing the class name
  83348. */
  83349. getClassName(): string;
  83350. /**
  83351. * Serializes the particle system to a JSON object.
  83352. * @returns the JSON object
  83353. */
  83354. serialize(): any;
  83355. /**
  83356. * Parse properties from a JSON object
  83357. * @param serializationObject defines the JSON object
  83358. */
  83359. parse(serializationObject: any): void;
  83360. }
  83361. /**
  83362. * Particle emitter emitting particles from the inside of a cylinder.
  83363. * It emits the particles randomly between two vectors.
  83364. */
  83365. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83366. /**
  83367. * The min limit of the emission direction.
  83368. */
  83369. direction1: Vector3;
  83370. /**
  83371. * The max limit of the emission direction.
  83372. */
  83373. direction2: Vector3;
  83374. /**
  83375. * Creates a new instance CylinderDirectedParticleEmitter
  83376. * @param radius the radius of the emission cylinder (1 by default)
  83377. * @param height the height of the emission cylinder (1 by default)
  83378. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83379. * @param direction1 the min limit of the emission direction (up vector by default)
  83380. * @param direction2 the max limit of the emission direction (up vector by default)
  83381. */
  83382. constructor(radius?: number, height?: number, radiusRange?: number,
  83383. /**
  83384. * The min limit of the emission direction.
  83385. */
  83386. direction1?: Vector3,
  83387. /**
  83388. * The max limit of the emission direction.
  83389. */
  83390. direction2?: Vector3);
  83391. /**
  83392. * Called by the particle System when the direction is computed for the created particle.
  83393. * @param worldMatrix is the world matrix of the particle system
  83394. * @param directionToUpdate is the direction vector to update with the result
  83395. * @param particle is the particle we are computed the direction for
  83396. */
  83397. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83398. /**
  83399. * Clones the current emitter and returns a copy of it
  83400. * @returns the new emitter
  83401. */
  83402. clone(): CylinderDirectedParticleEmitter;
  83403. /**
  83404. * Called by the GPUParticleSystem to setup the update shader
  83405. * @param effect defines the update shader
  83406. */
  83407. applyToShader(effect: Effect): void;
  83408. /**
  83409. * Returns a string to use to update the GPU particles update shader
  83410. * @returns a string containng the defines string
  83411. */
  83412. getEffectDefines(): string;
  83413. /**
  83414. * Returns the string "CylinderDirectedParticleEmitter"
  83415. * @returns a string containing the class name
  83416. */
  83417. getClassName(): string;
  83418. /**
  83419. * Serializes the particle system to a JSON object.
  83420. * @returns the JSON object
  83421. */
  83422. serialize(): any;
  83423. /**
  83424. * Parse properties from a JSON object
  83425. * @param serializationObject defines the JSON object
  83426. */
  83427. parse(serializationObject: any): void;
  83428. }
  83429. }
  83430. declare module BABYLON {
  83431. /**
  83432. * Particle emitter emitting particles from the inside of a hemisphere.
  83433. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83434. */
  83435. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83436. /**
  83437. * The radius of the emission hemisphere.
  83438. */
  83439. radius: number;
  83440. /**
  83441. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83442. */
  83443. radiusRange: number;
  83444. /**
  83445. * How much to randomize the particle direction [0-1].
  83446. */
  83447. directionRandomizer: number;
  83448. /**
  83449. * Creates a new instance HemisphericParticleEmitter
  83450. * @param radius the radius of the emission hemisphere (1 by default)
  83451. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83452. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83453. */
  83454. constructor(
  83455. /**
  83456. * The radius of the emission hemisphere.
  83457. */
  83458. radius?: number,
  83459. /**
  83460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83461. */
  83462. radiusRange?: number,
  83463. /**
  83464. * How much to randomize the particle direction [0-1].
  83465. */
  83466. directionRandomizer?: number);
  83467. /**
  83468. * Called by the particle System when the direction is computed for the created particle.
  83469. * @param worldMatrix is the world matrix of the particle system
  83470. * @param directionToUpdate is the direction vector to update with the result
  83471. * @param particle is the particle we are computed the direction for
  83472. */
  83473. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83474. /**
  83475. * Called by the particle System when the position is computed for the created particle.
  83476. * @param worldMatrix is the world matrix of the particle system
  83477. * @param positionToUpdate is the position vector to update with the result
  83478. * @param particle is the particle we are computed the position for
  83479. */
  83480. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83481. /**
  83482. * Clones the current emitter and returns a copy of it
  83483. * @returns the new emitter
  83484. */
  83485. clone(): HemisphericParticleEmitter;
  83486. /**
  83487. * Called by the GPUParticleSystem to setup the update shader
  83488. * @param effect defines the update shader
  83489. */
  83490. applyToShader(effect: Effect): void;
  83491. /**
  83492. * Returns a string to use to update the GPU particles update shader
  83493. * @returns a string containng the defines string
  83494. */
  83495. getEffectDefines(): string;
  83496. /**
  83497. * Returns the string "HemisphericParticleEmitter"
  83498. * @returns a string containing the class name
  83499. */
  83500. getClassName(): string;
  83501. /**
  83502. * Serializes the particle system to a JSON object.
  83503. * @returns the JSON object
  83504. */
  83505. serialize(): any;
  83506. /**
  83507. * Parse properties from a JSON object
  83508. * @param serializationObject defines the JSON object
  83509. */
  83510. parse(serializationObject: any): void;
  83511. }
  83512. }
  83513. declare module BABYLON {
  83514. /**
  83515. * Particle emitter emitting particles from a point.
  83516. * It emits the particles randomly between 2 given directions.
  83517. */
  83518. export class PointParticleEmitter implements IParticleEmitterType {
  83519. /**
  83520. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83521. */
  83522. direction1: Vector3;
  83523. /**
  83524. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83525. */
  83526. direction2: Vector3;
  83527. /**
  83528. * Creates a new instance PointParticleEmitter
  83529. */
  83530. constructor();
  83531. /**
  83532. * Called by the particle System when the direction is computed for the created particle.
  83533. * @param worldMatrix is the world matrix of the particle system
  83534. * @param directionToUpdate is the direction vector to update with the result
  83535. * @param particle is the particle we are computed the direction for
  83536. */
  83537. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83538. /**
  83539. * Called by the particle System when the position is computed for the created particle.
  83540. * @param worldMatrix is the world matrix of the particle system
  83541. * @param positionToUpdate is the position vector to update with the result
  83542. * @param particle is the particle we are computed the position for
  83543. */
  83544. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83545. /**
  83546. * Clones the current emitter and returns a copy of it
  83547. * @returns the new emitter
  83548. */
  83549. clone(): PointParticleEmitter;
  83550. /**
  83551. * Called by the GPUParticleSystem to setup the update shader
  83552. * @param effect defines the update shader
  83553. */
  83554. applyToShader(effect: Effect): void;
  83555. /**
  83556. * Returns a string to use to update the GPU particles update shader
  83557. * @returns a string containng the defines string
  83558. */
  83559. getEffectDefines(): string;
  83560. /**
  83561. * Returns the string "PointParticleEmitter"
  83562. * @returns a string containing the class name
  83563. */
  83564. getClassName(): string;
  83565. /**
  83566. * Serializes the particle system to a JSON object.
  83567. * @returns the JSON object
  83568. */
  83569. serialize(): any;
  83570. /**
  83571. * Parse properties from a JSON object
  83572. * @param serializationObject defines the JSON object
  83573. */
  83574. parse(serializationObject: any): void;
  83575. }
  83576. }
  83577. declare module BABYLON {
  83578. /**
  83579. * Particle emitter emitting particles from the inside of a sphere.
  83580. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83581. */
  83582. export class SphereParticleEmitter implements IParticleEmitterType {
  83583. /**
  83584. * The radius of the emission sphere.
  83585. */
  83586. radius: number;
  83587. /**
  83588. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83589. */
  83590. radiusRange: number;
  83591. /**
  83592. * How much to randomize the particle direction [0-1].
  83593. */
  83594. directionRandomizer: number;
  83595. /**
  83596. * Creates a new instance SphereParticleEmitter
  83597. * @param radius the radius of the emission sphere (1 by default)
  83598. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83599. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83600. */
  83601. constructor(
  83602. /**
  83603. * The radius of the emission sphere.
  83604. */
  83605. radius?: number,
  83606. /**
  83607. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83608. */
  83609. radiusRange?: number,
  83610. /**
  83611. * How much to randomize the particle direction [0-1].
  83612. */
  83613. directionRandomizer?: number);
  83614. /**
  83615. * Called by the particle System when the direction is computed for the created particle.
  83616. * @param worldMatrix is the world matrix of the particle system
  83617. * @param directionToUpdate is the direction vector to update with the result
  83618. * @param particle is the particle we are computed the direction for
  83619. */
  83620. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83621. /**
  83622. * Called by the particle System when the position is computed for the created particle.
  83623. * @param worldMatrix is the world matrix of the particle system
  83624. * @param positionToUpdate is the position vector to update with the result
  83625. * @param particle is the particle we are computed the position for
  83626. */
  83627. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83628. /**
  83629. * Clones the current emitter and returns a copy of it
  83630. * @returns the new emitter
  83631. */
  83632. clone(): SphereParticleEmitter;
  83633. /**
  83634. * Called by the GPUParticleSystem to setup the update shader
  83635. * @param effect defines the update shader
  83636. */
  83637. applyToShader(effect: Effect): void;
  83638. /**
  83639. * Returns a string to use to update the GPU particles update shader
  83640. * @returns a string containng the defines string
  83641. */
  83642. getEffectDefines(): string;
  83643. /**
  83644. * Returns the string "SphereParticleEmitter"
  83645. * @returns a string containing the class name
  83646. */
  83647. getClassName(): string;
  83648. /**
  83649. * Serializes the particle system to a JSON object.
  83650. * @returns the JSON object
  83651. */
  83652. serialize(): any;
  83653. /**
  83654. * Parse properties from a JSON object
  83655. * @param serializationObject defines the JSON object
  83656. */
  83657. parse(serializationObject: any): void;
  83658. }
  83659. /**
  83660. * Particle emitter emitting particles from the inside of a sphere.
  83661. * It emits the particles randomly between two vectors.
  83662. */
  83663. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83664. /**
  83665. * The min limit of the emission direction.
  83666. */
  83667. direction1: Vector3;
  83668. /**
  83669. * The max limit of the emission direction.
  83670. */
  83671. direction2: Vector3;
  83672. /**
  83673. * Creates a new instance SphereDirectedParticleEmitter
  83674. * @param radius the radius of the emission sphere (1 by default)
  83675. * @param direction1 the min limit of the emission direction (up vector by default)
  83676. * @param direction2 the max limit of the emission direction (up vector by default)
  83677. */
  83678. constructor(radius?: number,
  83679. /**
  83680. * The min limit of the emission direction.
  83681. */
  83682. direction1?: Vector3,
  83683. /**
  83684. * The max limit of the emission direction.
  83685. */
  83686. direction2?: Vector3);
  83687. /**
  83688. * Called by the particle System when the direction is computed for the created particle.
  83689. * @param worldMatrix is the world matrix of the particle system
  83690. * @param directionToUpdate is the direction vector to update with the result
  83691. * @param particle is the particle we are computed the direction for
  83692. */
  83693. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83694. /**
  83695. * Clones the current emitter and returns a copy of it
  83696. * @returns the new emitter
  83697. */
  83698. clone(): SphereDirectedParticleEmitter;
  83699. /**
  83700. * Called by the GPUParticleSystem to setup the update shader
  83701. * @param effect defines the update shader
  83702. */
  83703. applyToShader(effect: Effect): void;
  83704. /**
  83705. * Returns a string to use to update the GPU particles update shader
  83706. * @returns a string containng the defines string
  83707. */
  83708. getEffectDefines(): string;
  83709. /**
  83710. * Returns the string "SphereDirectedParticleEmitter"
  83711. * @returns a string containing the class name
  83712. */
  83713. getClassName(): string;
  83714. /**
  83715. * Serializes the particle system to a JSON object.
  83716. * @returns the JSON object
  83717. */
  83718. serialize(): any;
  83719. /**
  83720. * Parse properties from a JSON object
  83721. * @param serializationObject defines the JSON object
  83722. */
  83723. parse(serializationObject: any): void;
  83724. }
  83725. }
  83726. declare module BABYLON {
  83727. /**
  83728. * Interface representing a particle system in Babylon.js.
  83729. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83730. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83731. */
  83732. export interface IParticleSystem {
  83733. /**
  83734. * List of animations used by the particle system.
  83735. */
  83736. animations: Animation[];
  83737. /**
  83738. * The id of the Particle system.
  83739. */
  83740. id: string;
  83741. /**
  83742. * The name of the Particle system.
  83743. */
  83744. name: string;
  83745. /**
  83746. * The emitter represents the Mesh or position we are attaching the particle system to.
  83747. */
  83748. emitter: Nullable<AbstractMesh | Vector3>;
  83749. /**
  83750. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83751. */
  83752. isBillboardBased: boolean;
  83753. /**
  83754. * The rendering group used by the Particle system to chose when to render.
  83755. */
  83756. renderingGroupId: number;
  83757. /**
  83758. * The layer mask we are rendering the particles through.
  83759. */
  83760. layerMask: number;
  83761. /**
  83762. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83763. */
  83764. updateSpeed: number;
  83765. /**
  83766. * The amount of time the particle system is running (depends of the overall update speed).
  83767. */
  83768. targetStopDuration: number;
  83769. /**
  83770. * The texture used to render each particle. (this can be a spritesheet)
  83771. */
  83772. particleTexture: Nullable<Texture>;
  83773. /**
  83774. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83775. */
  83776. blendMode: number;
  83777. /**
  83778. * Minimum life time of emitting particles.
  83779. */
  83780. minLifeTime: number;
  83781. /**
  83782. * Maximum life time of emitting particles.
  83783. */
  83784. maxLifeTime: number;
  83785. /**
  83786. * Minimum Size of emitting particles.
  83787. */
  83788. minSize: number;
  83789. /**
  83790. * Maximum Size of emitting particles.
  83791. */
  83792. maxSize: number;
  83793. /**
  83794. * Minimum scale of emitting particles on X axis.
  83795. */
  83796. minScaleX: number;
  83797. /**
  83798. * Maximum scale of emitting particles on X axis.
  83799. */
  83800. maxScaleX: number;
  83801. /**
  83802. * Minimum scale of emitting particles on Y axis.
  83803. */
  83804. minScaleY: number;
  83805. /**
  83806. * Maximum scale of emitting particles on Y axis.
  83807. */
  83808. maxScaleY: number;
  83809. /**
  83810. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83811. */
  83812. color1: Color4;
  83813. /**
  83814. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83815. */
  83816. color2: Color4;
  83817. /**
  83818. * Color the particle will have at the end of its lifetime.
  83819. */
  83820. colorDead: Color4;
  83821. /**
  83822. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83823. */
  83824. emitRate: number;
  83825. /**
  83826. * You can use gravity if you want to give an orientation to your particles.
  83827. */
  83828. gravity: Vector3;
  83829. /**
  83830. * Minimum power of emitting particles.
  83831. */
  83832. minEmitPower: number;
  83833. /**
  83834. * Maximum power of emitting particles.
  83835. */
  83836. maxEmitPower: number;
  83837. /**
  83838. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83839. */
  83840. minAngularSpeed: number;
  83841. /**
  83842. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83843. */
  83844. maxAngularSpeed: number;
  83845. /**
  83846. * Gets or sets the minimal initial rotation in radians.
  83847. */
  83848. minInitialRotation: number;
  83849. /**
  83850. * Gets or sets the maximal initial rotation in radians.
  83851. */
  83852. maxInitialRotation: number;
  83853. /**
  83854. * The particle emitter type defines the emitter used by the particle system.
  83855. * It can be for example box, sphere, or cone...
  83856. */
  83857. particleEmitterType: Nullable<IParticleEmitterType>;
  83858. /**
  83859. * Defines the delay in milliseconds before starting the system (0 by default)
  83860. */
  83861. startDelay: number;
  83862. /**
  83863. * 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
  83864. */
  83865. preWarmCycles: number;
  83866. /**
  83867. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83868. */
  83869. preWarmStepOffset: number;
  83870. /**
  83871. * 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)
  83872. */
  83873. spriteCellChangeSpeed: number;
  83874. /**
  83875. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83876. */
  83877. startSpriteCellID: number;
  83878. /**
  83879. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83880. */
  83881. endSpriteCellID: number;
  83882. /**
  83883. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83884. */
  83885. spriteCellWidth: number;
  83886. /**
  83887. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83888. */
  83889. spriteCellHeight: number;
  83890. /**
  83891. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83892. */
  83893. spriteRandomStartCell: boolean;
  83894. /**
  83895. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83896. */
  83897. isAnimationSheetEnabled: boolean;
  83898. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83899. translationPivot: Vector2;
  83900. /**
  83901. * Gets or sets a texture used to add random noise to particle positions
  83902. */
  83903. noiseTexture: Nullable<BaseTexture>;
  83904. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83905. noiseStrength: Vector3;
  83906. /**
  83907. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83908. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83909. */
  83910. billboardMode: number;
  83911. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83912. limitVelocityDamping: number;
  83913. /**
  83914. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83915. */
  83916. beginAnimationOnStart: boolean;
  83917. /**
  83918. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83919. */
  83920. beginAnimationFrom: number;
  83921. /**
  83922. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83923. */
  83924. beginAnimationTo: number;
  83925. /**
  83926. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83927. */
  83928. beginAnimationLoop: boolean;
  83929. /**
  83930. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83931. */
  83932. disposeOnStop: boolean;
  83933. /**
  83934. * Gets the maximum number of particles active at the same time.
  83935. * @returns The max number of active particles.
  83936. */
  83937. getCapacity(): number;
  83938. /**
  83939. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83940. * @returns True if it has been started, otherwise false.
  83941. */
  83942. isStarted(): boolean;
  83943. /**
  83944. * Animates the particle system for this frame.
  83945. */
  83946. animate(): void;
  83947. /**
  83948. * Renders the particle system in its current state.
  83949. * @returns the current number of particles
  83950. */
  83951. render(): number;
  83952. /**
  83953. * Dispose the particle system and frees its associated resources.
  83954. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83955. */
  83956. dispose(disposeTexture?: boolean): void;
  83957. /**
  83958. * Clones the particle system.
  83959. * @param name The name of the cloned object
  83960. * @param newEmitter The new emitter to use
  83961. * @returns the cloned particle system
  83962. */
  83963. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83964. /**
  83965. * Serializes the particle system to a JSON object.
  83966. * @returns the JSON object
  83967. */
  83968. serialize(): any;
  83969. /**
  83970. * Rebuild the particle system
  83971. */
  83972. rebuild(): void;
  83973. /**
  83974. * Starts the particle system and begins to emit
  83975. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83976. */
  83977. start(delay?: number): void;
  83978. /**
  83979. * Stops the particle system.
  83980. */
  83981. stop(): void;
  83982. /**
  83983. * Remove all active particles
  83984. */
  83985. reset(): void;
  83986. /**
  83987. * Is this system ready to be used/rendered
  83988. * @return true if the system is ready
  83989. */
  83990. isReady(): boolean;
  83991. /**
  83992. * Adds a new color gradient
  83993. * @param gradient defines the gradient to use (between 0 and 1)
  83994. * @param color1 defines the color to affect to the specified gradient
  83995. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83996. * @returns the current particle system
  83997. */
  83998. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83999. /**
  84000. * Remove a specific color gradient
  84001. * @param gradient defines the gradient to remove
  84002. * @returns the current particle system
  84003. */
  84004. removeColorGradient(gradient: number): IParticleSystem;
  84005. /**
  84006. * Adds a new size gradient
  84007. * @param gradient defines the gradient to use (between 0 and 1)
  84008. * @param factor defines the size factor to affect to the specified gradient
  84009. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84010. * @returns the current particle system
  84011. */
  84012. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84013. /**
  84014. * Remove a specific size gradient
  84015. * @param gradient defines the gradient to remove
  84016. * @returns the current particle system
  84017. */
  84018. removeSizeGradient(gradient: number): IParticleSystem;
  84019. /**
  84020. * Gets the current list of color gradients.
  84021. * You must use addColorGradient and removeColorGradient to udpate this list
  84022. * @returns the list of color gradients
  84023. */
  84024. getColorGradients(): Nullable<Array<ColorGradient>>;
  84025. /**
  84026. * Gets the current list of size gradients.
  84027. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84028. * @returns the list of size gradients
  84029. */
  84030. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84031. /**
  84032. * Gets the current list of angular speed gradients.
  84033. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84034. * @returns the list of angular speed gradients
  84035. */
  84036. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84037. /**
  84038. * Adds a new angular speed gradient
  84039. * @param gradient defines the gradient to use (between 0 and 1)
  84040. * @param factor defines the angular speed to affect to the specified gradient
  84041. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84042. * @returns the current particle system
  84043. */
  84044. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84045. /**
  84046. * Remove a specific angular speed gradient
  84047. * @param gradient defines the gradient to remove
  84048. * @returns the current particle system
  84049. */
  84050. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84051. /**
  84052. * Gets the current list of velocity gradients.
  84053. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84054. * @returns the list of velocity gradients
  84055. */
  84056. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84057. /**
  84058. * Adds a new velocity gradient
  84059. * @param gradient defines the gradient to use (between 0 and 1)
  84060. * @param factor defines the velocity to affect to the specified gradient
  84061. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84062. * @returns the current particle system
  84063. */
  84064. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84065. /**
  84066. * Remove a specific velocity gradient
  84067. * @param gradient defines the gradient to remove
  84068. * @returns the current particle system
  84069. */
  84070. removeVelocityGradient(gradient: number): IParticleSystem;
  84071. /**
  84072. * Gets the current list of limit velocity gradients.
  84073. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84074. * @returns the list of limit velocity gradients
  84075. */
  84076. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84077. /**
  84078. * Adds a new limit velocity gradient
  84079. * @param gradient defines the gradient to use (between 0 and 1)
  84080. * @param factor defines the limit velocity to affect to the specified gradient
  84081. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84082. * @returns the current particle system
  84083. */
  84084. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84085. /**
  84086. * Remove a specific limit velocity gradient
  84087. * @param gradient defines the gradient to remove
  84088. * @returns the current particle system
  84089. */
  84090. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84091. /**
  84092. * Adds a new drag gradient
  84093. * @param gradient defines the gradient to use (between 0 and 1)
  84094. * @param factor defines the drag to affect to the specified gradient
  84095. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84096. * @returns the current particle system
  84097. */
  84098. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84099. /**
  84100. * Remove a specific drag gradient
  84101. * @param gradient defines the gradient to remove
  84102. * @returns the current particle system
  84103. */
  84104. removeDragGradient(gradient: number): IParticleSystem;
  84105. /**
  84106. * Gets the current list of drag gradients.
  84107. * You must use addDragGradient and removeDragGradient to udpate this list
  84108. * @returns the list of drag gradients
  84109. */
  84110. getDragGradients(): Nullable<Array<FactorGradient>>;
  84111. /**
  84112. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84113. * @param gradient defines the gradient to use (between 0 and 1)
  84114. * @param factor defines the emit rate to affect to the specified gradient
  84115. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84116. * @returns the current particle system
  84117. */
  84118. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84119. /**
  84120. * Remove a specific emit rate gradient
  84121. * @param gradient defines the gradient to remove
  84122. * @returns the current particle system
  84123. */
  84124. removeEmitRateGradient(gradient: number): IParticleSystem;
  84125. /**
  84126. * Gets the current list of emit rate gradients.
  84127. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84128. * @returns the list of emit rate gradients
  84129. */
  84130. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84131. /**
  84132. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84133. * @param gradient defines the gradient to use (between 0 and 1)
  84134. * @param factor defines the start size to affect to the specified gradient
  84135. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84136. * @returns the current particle system
  84137. */
  84138. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84139. /**
  84140. * Remove a specific start size gradient
  84141. * @param gradient defines the gradient to remove
  84142. * @returns the current particle system
  84143. */
  84144. removeStartSizeGradient(gradient: number): IParticleSystem;
  84145. /**
  84146. * Gets the current list of start size gradients.
  84147. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84148. * @returns the list of start size gradients
  84149. */
  84150. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84151. /**
  84152. * Adds a new life time gradient
  84153. * @param gradient defines the gradient to use (between 0 and 1)
  84154. * @param factor defines the life time factor to affect to the specified gradient
  84155. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84156. * @returns the current particle system
  84157. */
  84158. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84159. /**
  84160. * Remove a specific life time gradient
  84161. * @param gradient defines the gradient to remove
  84162. * @returns the current particle system
  84163. */
  84164. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84165. /**
  84166. * Gets the current list of life time gradients.
  84167. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84168. * @returns the list of life time gradients
  84169. */
  84170. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84171. /**
  84172. * Gets the current list of color gradients.
  84173. * You must use addColorGradient and removeColorGradient to udpate this list
  84174. * @returns the list of color gradients
  84175. */
  84176. getColorGradients(): Nullable<Array<ColorGradient>>;
  84177. /**
  84178. * Adds a new ramp gradient used to remap particle colors
  84179. * @param gradient defines the gradient to use (between 0 and 1)
  84180. * @param color defines the color to affect to the specified gradient
  84181. * @returns the current particle system
  84182. */
  84183. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84184. /**
  84185. * Gets the current list of ramp gradients.
  84186. * You must use addRampGradient and removeRampGradient to udpate this list
  84187. * @returns the list of ramp gradients
  84188. */
  84189. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84190. /** Gets or sets a boolean indicating that ramp gradients must be used
  84191. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84192. */
  84193. useRampGradients: boolean;
  84194. /**
  84195. * Adds a new color remap gradient
  84196. * @param gradient defines the gradient to use (between 0 and 1)
  84197. * @param min defines the color remap minimal range
  84198. * @param max defines the color remap maximal range
  84199. * @returns the current particle system
  84200. */
  84201. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84202. /**
  84203. * Gets the current list of color remap gradients.
  84204. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84205. * @returns the list of color remap gradients
  84206. */
  84207. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84208. /**
  84209. * Adds a new alpha remap gradient
  84210. * @param gradient defines the gradient to use (between 0 and 1)
  84211. * @param min defines the alpha remap minimal range
  84212. * @param max defines the alpha remap maximal range
  84213. * @returns the current particle system
  84214. */
  84215. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84216. /**
  84217. * Gets the current list of alpha remap gradients.
  84218. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84219. * @returns the list of alpha remap gradients
  84220. */
  84221. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84222. /**
  84223. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84224. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84225. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84226. * @returns the emitter
  84227. */
  84228. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84229. /**
  84230. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84231. * @param radius The radius of the hemisphere to emit from
  84232. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84233. * @returns the emitter
  84234. */
  84235. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84236. /**
  84237. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84238. * @param radius The radius of the sphere to emit from
  84239. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84240. * @returns the emitter
  84241. */
  84242. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84243. /**
  84244. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84245. * @param radius The radius of the sphere to emit from
  84246. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84247. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84248. * @returns the emitter
  84249. */
  84250. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84251. /**
  84252. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84253. * @param radius The radius of the emission cylinder
  84254. * @param height The height of the emission cylinder
  84255. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84256. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84257. * @returns the emitter
  84258. */
  84259. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84260. /**
  84261. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84262. * @param radius The radius of the cylinder to emit from
  84263. * @param height The height of the emission cylinder
  84264. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84265. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84266. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84267. * @returns the emitter
  84268. */
  84269. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84270. /**
  84271. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84272. * @param radius The radius of the cone to emit from
  84273. * @param angle The base angle of the cone
  84274. * @returns the emitter
  84275. */
  84276. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84277. /**
  84278. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84279. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84280. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84281. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84282. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84283. * @returns the emitter
  84284. */
  84285. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84286. /**
  84287. * Get hosting scene
  84288. * @returns the scene
  84289. */
  84290. getScene(): Scene;
  84291. }
  84292. }
  84293. declare module BABYLON {
  84294. /**
  84295. * Creates an instance based on a source mesh.
  84296. */
  84297. export class InstancedMesh extends AbstractMesh {
  84298. private _sourceMesh;
  84299. private _currentLOD;
  84300. /** @hidden */
  84301. _indexInSourceMeshInstanceArray: number;
  84302. constructor(name: string, source: Mesh);
  84303. /**
  84304. * Returns the string "InstancedMesh".
  84305. */
  84306. getClassName(): string;
  84307. /** Gets the list of lights affecting that mesh */
  84308. readonly lightSources: Light[];
  84309. _resyncLightSources(): void;
  84310. _resyncLighSource(light: Light): void;
  84311. _removeLightSource(light: Light, dispose: boolean): void;
  84312. /**
  84313. * If the source mesh receives shadows
  84314. */
  84315. readonly receiveShadows: boolean;
  84316. /**
  84317. * The material of the source mesh
  84318. */
  84319. readonly material: Nullable<Material>;
  84320. /**
  84321. * Visibility of the source mesh
  84322. */
  84323. readonly visibility: number;
  84324. /**
  84325. * Skeleton of the source mesh
  84326. */
  84327. readonly skeleton: Nullable<Skeleton>;
  84328. /**
  84329. * Rendering ground id of the source mesh
  84330. */
  84331. renderingGroupId: number;
  84332. /**
  84333. * Returns the total number of vertices (integer).
  84334. */
  84335. getTotalVertices(): number;
  84336. /**
  84337. * Returns a positive integer : the total number of indices in this mesh geometry.
  84338. * @returns the numner of indices or zero if the mesh has no geometry.
  84339. */
  84340. getTotalIndices(): number;
  84341. /**
  84342. * The source mesh of the instance
  84343. */
  84344. readonly sourceMesh: Mesh;
  84345. /**
  84346. * Is this node ready to be used/rendered
  84347. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84348. * @return {boolean} is it ready
  84349. */
  84350. isReady(completeCheck?: boolean): boolean;
  84351. /**
  84352. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84353. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84354. * @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.
  84355. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84356. */
  84357. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84358. /**
  84359. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84360. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84361. * The `data` are either a numeric array either a Float32Array.
  84362. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84363. * 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).
  84364. * Note that a new underlying VertexBuffer object is created each call.
  84365. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84366. *
  84367. * Possible `kind` values :
  84368. * - VertexBuffer.PositionKind
  84369. * - VertexBuffer.UVKind
  84370. * - VertexBuffer.UV2Kind
  84371. * - VertexBuffer.UV3Kind
  84372. * - VertexBuffer.UV4Kind
  84373. * - VertexBuffer.UV5Kind
  84374. * - VertexBuffer.UV6Kind
  84375. * - VertexBuffer.ColorKind
  84376. * - VertexBuffer.MatricesIndicesKind
  84377. * - VertexBuffer.MatricesIndicesExtraKind
  84378. * - VertexBuffer.MatricesWeightsKind
  84379. * - VertexBuffer.MatricesWeightsExtraKind
  84380. *
  84381. * Returns the Mesh.
  84382. */
  84383. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84384. /**
  84385. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84386. * If the mesh has no geometry, it is simply returned as it is.
  84387. * The `data` are either a numeric array either a Float32Array.
  84388. * No new underlying VertexBuffer object is created.
  84389. * 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.
  84390. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84391. *
  84392. * Possible `kind` values :
  84393. * - VertexBuffer.PositionKind
  84394. * - VertexBuffer.UVKind
  84395. * - VertexBuffer.UV2Kind
  84396. * - VertexBuffer.UV3Kind
  84397. * - VertexBuffer.UV4Kind
  84398. * - VertexBuffer.UV5Kind
  84399. * - VertexBuffer.UV6Kind
  84400. * - VertexBuffer.ColorKind
  84401. * - VertexBuffer.MatricesIndicesKind
  84402. * - VertexBuffer.MatricesIndicesExtraKind
  84403. * - VertexBuffer.MatricesWeightsKind
  84404. * - VertexBuffer.MatricesWeightsExtraKind
  84405. *
  84406. * Returns the Mesh.
  84407. */
  84408. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84409. /**
  84410. * Sets the mesh indices.
  84411. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84412. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84413. * This method creates a new index buffer each call.
  84414. * Returns the Mesh.
  84415. */
  84416. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84417. /**
  84418. * Boolean : True if the mesh owns the requested kind of data.
  84419. */
  84420. isVerticesDataPresent(kind: string): boolean;
  84421. /**
  84422. * Returns an array of indices (IndicesArray).
  84423. */
  84424. getIndices(): Nullable<IndicesArray>;
  84425. readonly _positions: Nullable<Vector3[]>;
  84426. /**
  84427. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84428. * This means the mesh underlying bounding box and sphere are recomputed.
  84429. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84430. * @returns the current mesh
  84431. */
  84432. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84433. /** @hidden */
  84434. _preActivate(): InstancedMesh;
  84435. /** @hidden */
  84436. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84437. /** @hidden */
  84438. _postActivate(): void;
  84439. getWorldMatrix(): Matrix;
  84440. readonly isAnInstance: boolean;
  84441. /**
  84442. * Returns the current associated LOD AbstractMesh.
  84443. */
  84444. getLOD(camera: Camera): AbstractMesh;
  84445. /** @hidden */
  84446. _syncSubMeshes(): InstancedMesh;
  84447. /** @hidden */
  84448. _generatePointsArray(): boolean;
  84449. /**
  84450. * Creates a new InstancedMesh from the current mesh.
  84451. * - name (string) : the cloned mesh name
  84452. * - newParent (optional Node) : the optional Node to parent the clone to.
  84453. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84454. *
  84455. * Returns the clone.
  84456. */
  84457. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84458. /**
  84459. * Disposes the InstancedMesh.
  84460. * Returns nothing.
  84461. */
  84462. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84463. }
  84464. }
  84465. declare module BABYLON {
  84466. /**
  84467. * Defines the options associated with the creation of a shader material.
  84468. */
  84469. export interface IShaderMaterialOptions {
  84470. /**
  84471. * Does the material work in alpha blend mode
  84472. */
  84473. needAlphaBlending: boolean;
  84474. /**
  84475. * Does the material work in alpha test mode
  84476. */
  84477. needAlphaTesting: boolean;
  84478. /**
  84479. * The list of attribute names used in the shader
  84480. */
  84481. attributes: string[];
  84482. /**
  84483. * The list of unifrom names used in the shader
  84484. */
  84485. uniforms: string[];
  84486. /**
  84487. * The list of UBO names used in the shader
  84488. */
  84489. uniformBuffers: string[];
  84490. /**
  84491. * The list of sampler names used in the shader
  84492. */
  84493. samplers: string[];
  84494. /**
  84495. * The list of defines used in the shader
  84496. */
  84497. defines: string[];
  84498. }
  84499. /**
  84500. * 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.
  84501. *
  84502. * This returned material effects how the mesh will look based on the code in the shaders.
  84503. *
  84504. * @see http://doc.babylonjs.com/how_to/shader_material
  84505. */
  84506. export class ShaderMaterial extends Material {
  84507. private _shaderPath;
  84508. private _options;
  84509. private _textures;
  84510. private _textureArrays;
  84511. private _floats;
  84512. private _ints;
  84513. private _floatsArrays;
  84514. private _colors3;
  84515. private _colors3Arrays;
  84516. private _colors4;
  84517. private _colors4Arrays;
  84518. private _vectors2;
  84519. private _vectors3;
  84520. private _vectors4;
  84521. private _matrices;
  84522. private _matrices3x3;
  84523. private _matrices2x2;
  84524. private _vectors2Arrays;
  84525. private _vectors3Arrays;
  84526. private _vectors4Arrays;
  84527. private _cachedWorldViewMatrix;
  84528. private _cachedWorldViewProjectionMatrix;
  84529. private _renderId;
  84530. /**
  84531. * Instantiate a new shader material.
  84532. * 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.
  84533. * This returned material effects how the mesh will look based on the code in the shaders.
  84534. * @see http://doc.babylonjs.com/how_to/shader_material
  84535. * @param name Define the name of the material in the scene
  84536. * @param scene Define the scene the material belongs to
  84537. * @param shaderPath Defines the route to the shader code in one of three ways:
  84538. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84539. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84540. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84541. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84542. * @param options Define the options used to create the shader
  84543. */
  84544. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84545. /**
  84546. * Gets the options used to compile the shader.
  84547. * They can be modified to trigger a new compilation
  84548. */
  84549. readonly options: IShaderMaterialOptions;
  84550. /**
  84551. * Gets the current class name of the material e.g. "ShaderMaterial"
  84552. * Mainly use in serialization.
  84553. * @returns the class name
  84554. */
  84555. getClassName(): string;
  84556. /**
  84557. * Specifies if the material will require alpha blending
  84558. * @returns a boolean specifying if alpha blending is needed
  84559. */
  84560. needAlphaBlending(): boolean;
  84561. /**
  84562. * Specifies if this material should be rendered in alpha test mode
  84563. * @returns a boolean specifying if an alpha test is needed.
  84564. */
  84565. needAlphaTesting(): boolean;
  84566. private _checkUniform;
  84567. /**
  84568. * Set a texture in the shader.
  84569. * @param name Define the name of the uniform samplers as defined in the shader
  84570. * @param texture Define the texture to bind to this sampler
  84571. * @return the material itself allowing "fluent" like uniform updates
  84572. */
  84573. setTexture(name: string, texture: Texture): ShaderMaterial;
  84574. /**
  84575. * Set a texture array in the shader.
  84576. * @param name Define the name of the uniform sampler array as defined in the shader
  84577. * @param textures Define the list of textures to bind to this sampler
  84578. * @return the material itself allowing "fluent" like uniform updates
  84579. */
  84580. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84581. /**
  84582. * Set a float in the shader.
  84583. * @param name Define the name of the uniform as defined in the shader
  84584. * @param value Define the value to give to the uniform
  84585. * @return the material itself allowing "fluent" like uniform updates
  84586. */
  84587. setFloat(name: string, value: number): ShaderMaterial;
  84588. /**
  84589. * Set a int in the shader.
  84590. * @param name Define the name of the uniform as defined in the shader
  84591. * @param value Define the value to give to the uniform
  84592. * @return the material itself allowing "fluent" like uniform updates
  84593. */
  84594. setInt(name: string, value: number): ShaderMaterial;
  84595. /**
  84596. * Set an array of floats in the shader.
  84597. * @param name Define the name of the uniform as defined in the shader
  84598. * @param value Define the value to give to the uniform
  84599. * @return the material itself allowing "fluent" like uniform updates
  84600. */
  84601. setFloats(name: string, value: number[]): ShaderMaterial;
  84602. /**
  84603. * Set a vec3 in the shader from a Color3.
  84604. * @param name Define the name of the uniform as defined in the shader
  84605. * @param value Define the value to give to the uniform
  84606. * @return the material itself allowing "fluent" like uniform updates
  84607. */
  84608. setColor3(name: string, value: Color3): ShaderMaterial;
  84609. /**
  84610. * Set a vec3 array in the shader from a Color3 array.
  84611. * @param name Define the name of the uniform as defined in the shader
  84612. * @param value Define the value to give to the uniform
  84613. * @return the material itself allowing "fluent" like uniform updates
  84614. */
  84615. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84616. /**
  84617. * Set a vec4 in the shader from a Color4.
  84618. * @param name Define the name of the uniform as defined in the shader
  84619. * @param value Define the value to give to the uniform
  84620. * @return the material itself allowing "fluent" like uniform updates
  84621. */
  84622. setColor4(name: string, value: Color4): ShaderMaterial;
  84623. /**
  84624. * Set a vec4 array in the shader from a Color4 array.
  84625. * @param name Define the name of the uniform as defined in the shader
  84626. * @param value Define the value to give to the uniform
  84627. * @return the material itself allowing "fluent" like uniform updates
  84628. */
  84629. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84630. /**
  84631. * Set a vec2 in the shader from a Vector2.
  84632. * @param name Define the name of the uniform as defined in the shader
  84633. * @param value Define the value to give to the uniform
  84634. * @return the material itself allowing "fluent" like uniform updates
  84635. */
  84636. setVector2(name: string, value: Vector2): ShaderMaterial;
  84637. /**
  84638. * Set a vec3 in the shader from a Vector3.
  84639. * @param name Define the name of the uniform as defined in the shader
  84640. * @param value Define the value to give to the uniform
  84641. * @return the material itself allowing "fluent" like uniform updates
  84642. */
  84643. setVector3(name: string, value: Vector3): ShaderMaterial;
  84644. /**
  84645. * Set a vec4 in the shader from a Vector4.
  84646. * @param name Define the name of the uniform as defined in the shader
  84647. * @param value Define the value to give to the uniform
  84648. * @return the material itself allowing "fluent" like uniform updates
  84649. */
  84650. setVector4(name: string, value: Vector4): ShaderMaterial;
  84651. /**
  84652. * Set a mat4 in the shader from a Matrix.
  84653. * @param name Define the name of the uniform as defined in the shader
  84654. * @param value Define the value to give to the uniform
  84655. * @return the material itself allowing "fluent" like uniform updates
  84656. */
  84657. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84658. /**
  84659. * Set a mat3 in the shader from a Float32Array.
  84660. * @param name Define the name of the uniform as defined in the shader
  84661. * @param value Define the value to give to the uniform
  84662. * @return the material itself allowing "fluent" like uniform updates
  84663. */
  84664. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84665. /**
  84666. * Set a mat2 in the shader from a Float32Array.
  84667. * @param name Define the name of the uniform as defined in the shader
  84668. * @param value Define the value to give to the uniform
  84669. * @return the material itself allowing "fluent" like uniform updates
  84670. */
  84671. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84672. /**
  84673. * Set a vec2 array in the shader from a number array.
  84674. * @param name Define the name of the uniform as defined in the shader
  84675. * @param value Define the value to give to the uniform
  84676. * @return the material itself allowing "fluent" like uniform updates
  84677. */
  84678. setArray2(name: string, value: number[]): ShaderMaterial;
  84679. /**
  84680. * Set a vec3 array in the shader from a number array.
  84681. * @param name Define the name of the uniform as defined in the shader
  84682. * @param value Define the value to give to the uniform
  84683. * @return the material itself allowing "fluent" like uniform updates
  84684. */
  84685. setArray3(name: string, value: number[]): ShaderMaterial;
  84686. /**
  84687. * Set a vec4 array in the shader from a number array.
  84688. * @param name Define the name of the uniform as defined in the shader
  84689. * @param value Define the value to give to the uniform
  84690. * @return the material itself allowing "fluent" like uniform updates
  84691. */
  84692. setArray4(name: string, value: number[]): ShaderMaterial;
  84693. private _checkCache;
  84694. /**
  84695. * Specifies that the submesh is ready to be used
  84696. * @param mesh defines the mesh to check
  84697. * @param subMesh defines which submesh to check
  84698. * @param useInstances specifies that instances should be used
  84699. * @returns a boolean indicating that the submesh is ready or not
  84700. */
  84701. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84702. /**
  84703. * Checks if the material is ready to render the requested mesh
  84704. * @param mesh Define the mesh to render
  84705. * @param useInstances Define whether or not the material is used with instances
  84706. * @returns true if ready, otherwise false
  84707. */
  84708. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84709. /**
  84710. * Binds the world matrix to the material
  84711. * @param world defines the world transformation matrix
  84712. */
  84713. bindOnlyWorldMatrix(world: Matrix): void;
  84714. /**
  84715. * Binds the material to the mesh
  84716. * @param world defines the world transformation matrix
  84717. * @param mesh defines the mesh to bind the material to
  84718. */
  84719. bind(world: Matrix, mesh?: Mesh): void;
  84720. /**
  84721. * Gets the active textures from the material
  84722. * @returns an array of textures
  84723. */
  84724. getActiveTextures(): BaseTexture[];
  84725. /**
  84726. * Specifies if the material uses a texture
  84727. * @param texture defines the texture to check against the material
  84728. * @returns a boolean specifying if the material uses the texture
  84729. */
  84730. hasTexture(texture: BaseTexture): boolean;
  84731. /**
  84732. * Makes a duplicate of the material, and gives it a new name
  84733. * @param name defines the new name for the duplicated material
  84734. * @returns the cloned material
  84735. */
  84736. clone(name: string): ShaderMaterial;
  84737. /**
  84738. * Disposes the material
  84739. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84740. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84741. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84742. */
  84743. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84744. /**
  84745. * Serializes this material in a JSON representation
  84746. * @returns the serialized material object
  84747. */
  84748. serialize(): any;
  84749. /**
  84750. * Creates a shader material from parsed shader material data
  84751. * @param source defines the JSON represnetation of the material
  84752. * @param scene defines the hosting scene
  84753. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84754. * @returns a new material
  84755. */
  84756. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84757. }
  84758. }
  84759. declare module BABYLON {
  84760. /** @hidden */
  84761. export var colorPixelShader: {
  84762. name: string;
  84763. shader: string;
  84764. };
  84765. }
  84766. declare module BABYLON {
  84767. /** @hidden */
  84768. export var colorVertexShader: {
  84769. name: string;
  84770. shader: string;
  84771. };
  84772. }
  84773. declare module BABYLON {
  84774. /**
  84775. * Line mesh
  84776. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84777. */
  84778. export class LinesMesh extends Mesh {
  84779. /**
  84780. * If vertex color should be applied to the mesh
  84781. */
  84782. readonly useVertexColor?: boolean | undefined;
  84783. /**
  84784. * If vertex alpha should be applied to the mesh
  84785. */
  84786. readonly useVertexAlpha?: boolean | undefined;
  84787. /**
  84788. * Color of the line (Default: White)
  84789. */
  84790. color: Color3;
  84791. /**
  84792. * Alpha of the line (Default: 1)
  84793. */
  84794. alpha: number;
  84795. /**
  84796. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84797. * This margin is expressed in world space coordinates, so its value may vary.
  84798. * Default value is 0.1
  84799. */
  84800. intersectionThreshold: number;
  84801. private _colorShader;
  84802. private color4;
  84803. /**
  84804. * Creates a new LinesMesh
  84805. * @param name defines the name
  84806. * @param scene defines the hosting scene
  84807. * @param parent defines the parent mesh if any
  84808. * @param source defines the optional source LinesMesh used to clone data from
  84809. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84810. * When false, achieved by calling a clone(), also passing False.
  84811. * This will make creation of children, recursive.
  84812. * @param useVertexColor defines if this LinesMesh supports vertex color
  84813. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84814. */
  84815. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84816. /**
  84817. * If vertex color should be applied to the mesh
  84818. */
  84819. useVertexColor?: boolean | undefined,
  84820. /**
  84821. * If vertex alpha should be applied to the mesh
  84822. */
  84823. useVertexAlpha?: boolean | undefined);
  84824. private _addClipPlaneDefine;
  84825. private _removeClipPlaneDefine;
  84826. isReady(): boolean;
  84827. /**
  84828. * Returns the string "LineMesh"
  84829. */
  84830. getClassName(): string;
  84831. /**
  84832. * @hidden
  84833. */
  84834. /**
  84835. * @hidden
  84836. */
  84837. material: Material;
  84838. /**
  84839. * @hidden
  84840. */
  84841. readonly checkCollisions: boolean;
  84842. /** @hidden */
  84843. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84844. /** @hidden */
  84845. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84846. /**
  84847. * Disposes of the line mesh
  84848. * @param doNotRecurse If children should be disposed
  84849. */
  84850. dispose(doNotRecurse?: boolean): void;
  84851. /**
  84852. * Returns a new LineMesh object cloned from the current one.
  84853. */
  84854. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84855. /**
  84856. * Creates a new InstancedLinesMesh object from the mesh model.
  84857. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84858. * @param name defines the name of the new instance
  84859. * @returns a new InstancedLinesMesh
  84860. */
  84861. createInstance(name: string): InstancedLinesMesh;
  84862. }
  84863. /**
  84864. * Creates an instance based on a source LinesMesh
  84865. */
  84866. export class InstancedLinesMesh extends InstancedMesh {
  84867. /**
  84868. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84869. * This margin is expressed in world space coordinates, so its value may vary.
  84870. * Initilized with the intersectionThreshold value of the source LinesMesh
  84871. */
  84872. intersectionThreshold: number;
  84873. constructor(name: string, source: LinesMesh);
  84874. /**
  84875. * Returns the string "InstancedLinesMesh".
  84876. */
  84877. getClassName(): string;
  84878. }
  84879. }
  84880. declare module BABYLON {
  84881. /** @hidden */
  84882. export var linePixelShader: {
  84883. name: string;
  84884. shader: string;
  84885. };
  84886. }
  84887. declare module BABYLON {
  84888. /** @hidden */
  84889. export var lineVertexShader: {
  84890. name: string;
  84891. shader: string;
  84892. };
  84893. }
  84894. declare module BABYLON {
  84895. interface AbstractMesh {
  84896. /**
  84897. * Gets the edgesRenderer associated with the mesh
  84898. */
  84899. edgesRenderer: Nullable<EdgesRenderer>;
  84900. }
  84901. interface LinesMesh {
  84902. /**
  84903. * Enables the edge rendering mode on the mesh.
  84904. * This mode makes the mesh edges visible
  84905. * @param epsilon defines the maximal distance between two angles to detect a face
  84906. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84907. * @returns the currentAbstractMesh
  84908. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84909. */
  84910. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84911. }
  84912. interface InstancedLinesMesh {
  84913. /**
  84914. * Enables the edge rendering mode on the mesh.
  84915. * This mode makes the mesh edges visible
  84916. * @param epsilon defines the maximal distance between two angles to detect a face
  84917. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84918. * @returns the current InstancedLinesMesh
  84919. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84920. */
  84921. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84922. }
  84923. /**
  84924. * Defines the minimum contract an Edges renderer should follow.
  84925. */
  84926. export interface IEdgesRenderer extends IDisposable {
  84927. /**
  84928. * Gets or sets a boolean indicating if the edgesRenderer is active
  84929. */
  84930. isEnabled: boolean;
  84931. /**
  84932. * Renders the edges of the attached mesh,
  84933. */
  84934. render(): void;
  84935. /**
  84936. * Checks wether or not the edges renderer is ready to render.
  84937. * @return true if ready, otherwise false.
  84938. */
  84939. isReady(): boolean;
  84940. }
  84941. /**
  84942. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84943. */
  84944. export class EdgesRenderer implements IEdgesRenderer {
  84945. /**
  84946. * Define the size of the edges with an orthographic camera
  84947. */
  84948. edgesWidthScalerForOrthographic: number;
  84949. /**
  84950. * Define the size of the edges with a perspective camera
  84951. */
  84952. edgesWidthScalerForPerspective: number;
  84953. protected _source: AbstractMesh;
  84954. protected _linesPositions: number[];
  84955. protected _linesNormals: number[];
  84956. protected _linesIndices: number[];
  84957. protected _epsilon: number;
  84958. protected _indicesCount: number;
  84959. protected _lineShader: ShaderMaterial;
  84960. protected _ib: DataBuffer;
  84961. protected _buffers: {
  84962. [key: string]: Nullable<VertexBuffer>;
  84963. };
  84964. protected _checkVerticesInsteadOfIndices: boolean;
  84965. private _meshRebuildObserver;
  84966. private _meshDisposeObserver;
  84967. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84968. isEnabled: boolean;
  84969. /**
  84970. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84971. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84972. * @param source Mesh used to create edges
  84973. * @param epsilon sum of angles in adjacency to check for edge
  84974. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84975. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84976. */
  84977. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84978. protected _prepareRessources(): void;
  84979. /** @hidden */
  84980. _rebuild(): void;
  84981. /**
  84982. * Releases the required resources for the edges renderer
  84983. */
  84984. dispose(): void;
  84985. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84986. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84987. /**
  84988. * Checks if the pair of p0 and p1 is en edge
  84989. * @param faceIndex
  84990. * @param edge
  84991. * @param faceNormals
  84992. * @param p0
  84993. * @param p1
  84994. * @private
  84995. */
  84996. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84997. /**
  84998. * push line into the position, normal and index buffer
  84999. * @protected
  85000. */
  85001. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  85002. /**
  85003. * Generates lines edges from adjacencjes
  85004. * @private
  85005. */
  85006. _generateEdgesLines(): void;
  85007. /**
  85008. * Checks wether or not the edges renderer is ready to render.
  85009. * @return true if ready, otherwise false.
  85010. */
  85011. isReady(): boolean;
  85012. /**
  85013. * Renders the edges of the attached mesh,
  85014. */
  85015. render(): void;
  85016. }
  85017. /**
  85018. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  85019. */
  85020. export class LineEdgesRenderer extends EdgesRenderer {
  85021. /**
  85022. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  85023. * @param source LineMesh used to generate edges
  85024. * @param epsilon not important (specified angle for edge detection)
  85025. * @param checkVerticesInsteadOfIndices not important for LineMesh
  85026. */
  85027. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  85028. /**
  85029. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  85030. */
  85031. _generateEdgesLines(): void;
  85032. }
  85033. }
  85034. declare module BABYLON {
  85035. /**
  85036. * This represents the object necessary to create a rendering group.
  85037. * This is exclusively used and created by the rendering manager.
  85038. * To modify the behavior, you use the available helpers in your scene or meshes.
  85039. * @hidden
  85040. */
  85041. export class RenderingGroup {
  85042. index: number;
  85043. private static _zeroVector;
  85044. private _scene;
  85045. private _opaqueSubMeshes;
  85046. private _transparentSubMeshes;
  85047. private _alphaTestSubMeshes;
  85048. private _depthOnlySubMeshes;
  85049. private _particleSystems;
  85050. private _spriteManagers;
  85051. private _opaqueSortCompareFn;
  85052. private _alphaTestSortCompareFn;
  85053. private _transparentSortCompareFn;
  85054. private _renderOpaque;
  85055. private _renderAlphaTest;
  85056. private _renderTransparent;
  85057. /** @hidden */
  85058. _edgesRenderers: SmartArray<IEdgesRenderer>;
  85059. onBeforeTransparentRendering: () => void;
  85060. /**
  85061. * Set the opaque sort comparison function.
  85062. * If null the sub meshes will be render in the order they were created
  85063. */
  85064. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85065. /**
  85066. * Set the alpha test sort comparison function.
  85067. * If null the sub meshes will be render in the order they were created
  85068. */
  85069. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85070. /**
  85071. * Set the transparent sort comparison function.
  85072. * If null the sub meshes will be render in the order they were created
  85073. */
  85074. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85075. /**
  85076. * Creates a new rendering group.
  85077. * @param index The rendering group index
  85078. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  85079. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  85080. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  85081. */
  85082. 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>);
  85083. /**
  85084. * Render all the sub meshes contained in the group.
  85085. * @param customRenderFunction Used to override the default render behaviour of the group.
  85086. * @returns true if rendered some submeshes.
  85087. */
  85088. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  85089. /**
  85090. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  85091. * @param subMeshes The submeshes to render
  85092. */
  85093. private renderOpaqueSorted;
  85094. /**
  85095. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  85096. * @param subMeshes The submeshes to render
  85097. */
  85098. private renderAlphaTestSorted;
  85099. /**
  85100. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  85101. * @param subMeshes The submeshes to render
  85102. */
  85103. private renderTransparentSorted;
  85104. /**
  85105. * Renders the submeshes in a specified order.
  85106. * @param subMeshes The submeshes to sort before render
  85107. * @param sortCompareFn The comparison function use to sort
  85108. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  85109. * @param transparent Specifies to activate blending if true
  85110. */
  85111. private static renderSorted;
  85112. /**
  85113. * Renders the submeshes in the order they were dispatched (no sort applied).
  85114. * @param subMeshes The submeshes to render
  85115. */
  85116. private static renderUnsorted;
  85117. /**
  85118. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85119. * are rendered back to front if in the same alpha index.
  85120. *
  85121. * @param a The first submesh
  85122. * @param b The second submesh
  85123. * @returns The result of the comparison
  85124. */
  85125. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  85126. /**
  85127. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85128. * are rendered back to front.
  85129. *
  85130. * @param a The first submesh
  85131. * @param b The second submesh
  85132. * @returns The result of the comparison
  85133. */
  85134. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  85135. /**
  85136. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85137. * are rendered front to back (prevent overdraw).
  85138. *
  85139. * @param a The first submesh
  85140. * @param b The second submesh
  85141. * @returns The result of the comparison
  85142. */
  85143. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  85144. /**
  85145. * Resets the different lists of submeshes to prepare a new frame.
  85146. */
  85147. prepare(): void;
  85148. dispose(): void;
  85149. /**
  85150. * Inserts the submesh in its correct queue depending on its material.
  85151. * @param subMesh The submesh to dispatch
  85152. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85153. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85154. */
  85155. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85156. dispatchSprites(spriteManager: ISpriteManager): void;
  85157. dispatchParticles(particleSystem: IParticleSystem): void;
  85158. private _renderParticles;
  85159. private _renderSprites;
  85160. }
  85161. }
  85162. declare module BABYLON {
  85163. /**
  85164. * Interface describing the different options available in the rendering manager
  85165. * regarding Auto Clear between groups.
  85166. */
  85167. export interface IRenderingManagerAutoClearSetup {
  85168. /**
  85169. * Defines whether or not autoclear is enable.
  85170. */
  85171. autoClear: boolean;
  85172. /**
  85173. * Defines whether or not to autoclear the depth buffer.
  85174. */
  85175. depth: boolean;
  85176. /**
  85177. * Defines whether or not to autoclear the stencil buffer.
  85178. */
  85179. stencil: boolean;
  85180. }
  85181. /**
  85182. * This class is used by the onRenderingGroupObservable
  85183. */
  85184. export class RenderingGroupInfo {
  85185. /**
  85186. * The Scene that being rendered
  85187. */
  85188. scene: Scene;
  85189. /**
  85190. * The camera currently used for the rendering pass
  85191. */
  85192. camera: Nullable<Camera>;
  85193. /**
  85194. * The ID of the renderingGroup being processed
  85195. */
  85196. renderingGroupId: number;
  85197. }
  85198. /**
  85199. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85200. * It is enable to manage the different groups as well as the different necessary sort functions.
  85201. * This should not be used directly aside of the few static configurations
  85202. */
  85203. export class RenderingManager {
  85204. /**
  85205. * The max id used for rendering groups (not included)
  85206. */
  85207. static MAX_RENDERINGGROUPS: number;
  85208. /**
  85209. * The min id used for rendering groups (included)
  85210. */
  85211. static MIN_RENDERINGGROUPS: number;
  85212. /**
  85213. * Used to globally prevent autoclearing scenes.
  85214. */
  85215. static AUTOCLEAR: boolean;
  85216. /**
  85217. * @hidden
  85218. */
  85219. _useSceneAutoClearSetup: boolean;
  85220. private _scene;
  85221. private _renderingGroups;
  85222. private _depthStencilBufferAlreadyCleaned;
  85223. private _autoClearDepthStencil;
  85224. private _customOpaqueSortCompareFn;
  85225. private _customAlphaTestSortCompareFn;
  85226. private _customTransparentSortCompareFn;
  85227. private _renderingGroupInfo;
  85228. /**
  85229. * Instantiates a new rendering group for a particular scene
  85230. * @param scene Defines the scene the groups belongs to
  85231. */
  85232. constructor(scene: Scene);
  85233. private _clearDepthStencilBuffer;
  85234. /**
  85235. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85236. * @hidden
  85237. */
  85238. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85239. /**
  85240. * Resets the different information of the group to prepare a new frame
  85241. * @hidden
  85242. */
  85243. reset(): void;
  85244. /**
  85245. * Dispose and release the group and its associated resources.
  85246. * @hidden
  85247. */
  85248. dispose(): void;
  85249. /**
  85250. * Clear the info related to rendering groups preventing retention points during dispose.
  85251. */
  85252. freeRenderingGroups(): void;
  85253. private _prepareRenderingGroup;
  85254. /**
  85255. * Add a sprite manager to the rendering manager in order to render it this frame.
  85256. * @param spriteManager Define the sprite manager to render
  85257. */
  85258. dispatchSprites(spriteManager: ISpriteManager): void;
  85259. /**
  85260. * Add a particle system to the rendering manager in order to render it this frame.
  85261. * @param particleSystem Define the particle system to render
  85262. */
  85263. dispatchParticles(particleSystem: IParticleSystem): void;
  85264. /**
  85265. * Add a submesh to the manager in order to render it this frame
  85266. * @param subMesh The submesh to dispatch
  85267. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85268. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85269. */
  85270. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85271. /**
  85272. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85273. * This allowed control for front to back rendering or reversly depending of the special needs.
  85274. *
  85275. * @param renderingGroupId The rendering group id corresponding to its index
  85276. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85277. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85278. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85279. */
  85280. 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;
  85281. /**
  85282. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85283. *
  85284. * @param renderingGroupId The rendering group id corresponding to its index
  85285. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85286. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85287. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85288. */
  85289. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85290. /**
  85291. * Gets the current auto clear configuration for one rendering group of the rendering
  85292. * manager.
  85293. * @param index the rendering group index to get the information for
  85294. * @returns The auto clear setup for the requested rendering group
  85295. */
  85296. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85297. }
  85298. }
  85299. declare module BABYLON {
  85300. /**
  85301. * This Helps creating a texture that will be created from a camera in your scene.
  85302. * It is basically a dynamic texture that could be used to create special effects for instance.
  85303. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85304. */
  85305. export class RenderTargetTexture extends Texture {
  85306. isCube: boolean;
  85307. /**
  85308. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85309. */
  85310. static readonly REFRESHRATE_RENDER_ONCE: number;
  85311. /**
  85312. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85313. */
  85314. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85315. /**
  85316. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85317. * the central point of your effect and can save a lot of performances.
  85318. */
  85319. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85320. /**
  85321. * Use this predicate to dynamically define the list of mesh you want to render.
  85322. * If set, the renderList property will be overwritten.
  85323. */
  85324. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85325. private _renderList;
  85326. /**
  85327. * Use this list to define the list of mesh you want to render.
  85328. */
  85329. renderList: Nullable<Array<AbstractMesh>>;
  85330. private _hookArray;
  85331. /**
  85332. * Define if particles should be rendered in your texture.
  85333. */
  85334. renderParticles: boolean;
  85335. /**
  85336. * Define if sprites should be rendered in your texture.
  85337. */
  85338. renderSprites: boolean;
  85339. /**
  85340. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85341. */
  85342. coordinatesMode: number;
  85343. /**
  85344. * Define the camera used to render the texture.
  85345. */
  85346. activeCamera: Nullable<Camera>;
  85347. /**
  85348. * Override the render function of the texture with your own one.
  85349. */
  85350. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85351. /**
  85352. * Define if camera post processes should be use while rendering the texture.
  85353. */
  85354. useCameraPostProcesses: boolean;
  85355. /**
  85356. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85357. */
  85358. ignoreCameraViewport: boolean;
  85359. private _postProcessManager;
  85360. private _postProcesses;
  85361. private _resizeObserver;
  85362. /**
  85363. * An event triggered when the texture is unbind.
  85364. */
  85365. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85366. /**
  85367. * An event triggered when the texture is unbind.
  85368. */
  85369. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85370. private _onAfterUnbindObserver;
  85371. /**
  85372. * Set a after unbind callback in the texture.
  85373. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85374. */
  85375. onAfterUnbind: () => void;
  85376. /**
  85377. * An event triggered before rendering the texture
  85378. */
  85379. onBeforeRenderObservable: Observable<number>;
  85380. private _onBeforeRenderObserver;
  85381. /**
  85382. * Set a before render callback in the texture.
  85383. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85384. */
  85385. onBeforeRender: (faceIndex: number) => void;
  85386. /**
  85387. * An event triggered after rendering the texture
  85388. */
  85389. onAfterRenderObservable: Observable<number>;
  85390. private _onAfterRenderObserver;
  85391. /**
  85392. * Set a after render callback in the texture.
  85393. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85394. */
  85395. onAfterRender: (faceIndex: number) => void;
  85396. /**
  85397. * An event triggered after the texture clear
  85398. */
  85399. onClearObservable: Observable<Engine>;
  85400. private _onClearObserver;
  85401. /**
  85402. * Set a clear callback in the texture.
  85403. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85404. */
  85405. onClear: (Engine: Engine) => void;
  85406. /**
  85407. * An event triggered when the texture is resized.
  85408. */
  85409. onResizeObservable: Observable<RenderTargetTexture>;
  85410. /**
  85411. * Define the clear color of the Render Target if it should be different from the scene.
  85412. */
  85413. clearColor: Color4;
  85414. protected _size: number | {
  85415. width: number;
  85416. height: number;
  85417. };
  85418. protected _initialSizeParameter: number | {
  85419. width: number;
  85420. height: number;
  85421. } | {
  85422. ratio: number;
  85423. };
  85424. protected _sizeRatio: Nullable<number>;
  85425. /** @hidden */
  85426. _generateMipMaps: boolean;
  85427. protected _renderingManager: RenderingManager;
  85428. /** @hidden */
  85429. _waitingRenderList: string[];
  85430. protected _doNotChangeAspectRatio: boolean;
  85431. protected _currentRefreshId: number;
  85432. protected _refreshRate: number;
  85433. protected _textureMatrix: Matrix;
  85434. protected _samples: number;
  85435. protected _renderTargetOptions: RenderTargetCreationOptions;
  85436. /**
  85437. * Gets render target creation options that were used.
  85438. */
  85439. readonly renderTargetOptions: RenderTargetCreationOptions;
  85440. protected _engine: Engine;
  85441. protected _onRatioRescale(): void;
  85442. /**
  85443. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85444. * It must define where the camera used to render the texture is set
  85445. */
  85446. boundingBoxPosition: Vector3;
  85447. private _boundingBoxSize;
  85448. /**
  85449. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85450. * When defined, the cubemap will switch to local mode
  85451. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85452. * @example https://www.babylonjs-playground.com/#RNASML
  85453. */
  85454. boundingBoxSize: Vector3;
  85455. /**
  85456. * In case the RTT has been created with a depth texture, get the associated
  85457. * depth texture.
  85458. * Otherwise, return null.
  85459. */
  85460. depthStencilTexture: Nullable<InternalTexture>;
  85461. /**
  85462. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85463. * or used a shadow, depth texture...
  85464. * @param name The friendly name of the texture
  85465. * @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)
  85466. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85467. * @param generateMipMaps True if mip maps need to be generated after render.
  85468. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85469. * @param type The type of the buffer in the RTT (int, half float, float...)
  85470. * @param isCube True if a cube texture needs to be created
  85471. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85472. * @param generateDepthBuffer True to generate a depth buffer
  85473. * @param generateStencilBuffer True to generate a stencil buffer
  85474. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85475. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85476. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85477. */
  85478. constructor(name: string, size: number | {
  85479. width: number;
  85480. height: number;
  85481. } | {
  85482. ratio: number;
  85483. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85484. /**
  85485. * Creates a depth stencil texture.
  85486. * This is only available in WebGL 2 or with the depth texture extension available.
  85487. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85488. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85489. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85490. */
  85491. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85492. private _processSizeParameter;
  85493. /**
  85494. * Define the number of samples to use in case of MSAA.
  85495. * It defaults to one meaning no MSAA has been enabled.
  85496. */
  85497. samples: number;
  85498. /**
  85499. * Resets the refresh counter of the texture and start bak from scratch.
  85500. * Could be useful to regenerate the texture if it is setup to render only once.
  85501. */
  85502. resetRefreshCounter(): void;
  85503. /**
  85504. * Define the refresh rate of the texture or the rendering frequency.
  85505. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85506. */
  85507. refreshRate: number;
  85508. /**
  85509. * Adds a post process to the render target rendering passes.
  85510. * @param postProcess define the post process to add
  85511. */
  85512. addPostProcess(postProcess: PostProcess): void;
  85513. /**
  85514. * Clear all the post processes attached to the render target
  85515. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85516. */
  85517. clearPostProcesses(dispose?: boolean): void;
  85518. /**
  85519. * Remove one of the post process from the list of attached post processes to the texture
  85520. * @param postProcess define the post process to remove from the list
  85521. */
  85522. removePostProcess(postProcess: PostProcess): void;
  85523. /** @hidden */
  85524. _shouldRender(): boolean;
  85525. /**
  85526. * Gets the actual render size of the texture.
  85527. * @returns the width of the render size
  85528. */
  85529. getRenderSize(): number;
  85530. /**
  85531. * Gets the actual render width of the texture.
  85532. * @returns the width of the render size
  85533. */
  85534. getRenderWidth(): number;
  85535. /**
  85536. * Gets the actual render height of the texture.
  85537. * @returns the height of the render size
  85538. */
  85539. getRenderHeight(): number;
  85540. /**
  85541. * Get if the texture can be rescaled or not.
  85542. */
  85543. readonly canRescale: boolean;
  85544. /**
  85545. * Resize the texture using a ratio.
  85546. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85547. */
  85548. scale(ratio: number): void;
  85549. /**
  85550. * Get the texture reflection matrix used to rotate/transform the reflection.
  85551. * @returns the reflection matrix
  85552. */
  85553. getReflectionTextureMatrix(): Matrix;
  85554. /**
  85555. * Resize the texture to a new desired size.
  85556. * Be carrefull as it will recreate all the data in the new texture.
  85557. * @param size Define the new size. It can be:
  85558. * - a number for squared texture,
  85559. * - an object containing { width: number, height: number }
  85560. * - or an object containing a ratio { ratio: number }
  85561. */
  85562. resize(size: number | {
  85563. width: number;
  85564. height: number;
  85565. } | {
  85566. ratio: number;
  85567. }): void;
  85568. /**
  85569. * Renders all the objects from the render list into the texture.
  85570. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85571. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85572. */
  85573. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85574. private _bestReflectionRenderTargetDimension;
  85575. /**
  85576. * @hidden
  85577. * @param faceIndex face index to bind to if this is a cubetexture
  85578. */
  85579. _bindFrameBuffer(faceIndex?: number): void;
  85580. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85581. private renderToTarget;
  85582. /**
  85583. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85584. * This allowed control for front to back rendering or reversly depending of the special needs.
  85585. *
  85586. * @param renderingGroupId The rendering group id corresponding to its index
  85587. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85588. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85589. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85590. */
  85591. 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;
  85592. /**
  85593. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85594. *
  85595. * @param renderingGroupId The rendering group id corresponding to its index
  85596. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85597. */
  85598. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85599. /**
  85600. * Clones the texture.
  85601. * @returns the cloned texture
  85602. */
  85603. clone(): RenderTargetTexture;
  85604. /**
  85605. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85606. * @returns The JSON representation of the texture
  85607. */
  85608. serialize(): any;
  85609. /**
  85610. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85611. */
  85612. disposeFramebufferObjects(): void;
  85613. /**
  85614. * Dispose the texture and release its associated resources.
  85615. */
  85616. dispose(): void;
  85617. /** @hidden */
  85618. _rebuild(): void;
  85619. /**
  85620. * Clear the info related to rendering groups preventing retention point in material dispose.
  85621. */
  85622. freeRenderingGroups(): void;
  85623. /**
  85624. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85625. * @returns the view count
  85626. */
  85627. getViewCount(): number;
  85628. }
  85629. }
  85630. declare module BABYLON {
  85631. /**
  85632. * Base class for the main features of a material in Babylon.js
  85633. */
  85634. export class Material implements IAnimatable {
  85635. /**
  85636. * Returns the triangle fill mode
  85637. */
  85638. static readonly TriangleFillMode: number;
  85639. /**
  85640. * Returns the wireframe mode
  85641. */
  85642. static readonly WireFrameFillMode: number;
  85643. /**
  85644. * Returns the point fill mode
  85645. */
  85646. static readonly PointFillMode: number;
  85647. /**
  85648. * Returns the point list draw mode
  85649. */
  85650. static readonly PointListDrawMode: number;
  85651. /**
  85652. * Returns the line list draw mode
  85653. */
  85654. static readonly LineListDrawMode: number;
  85655. /**
  85656. * Returns the line loop draw mode
  85657. */
  85658. static readonly LineLoopDrawMode: number;
  85659. /**
  85660. * Returns the line strip draw mode
  85661. */
  85662. static readonly LineStripDrawMode: number;
  85663. /**
  85664. * Returns the triangle strip draw mode
  85665. */
  85666. static readonly TriangleStripDrawMode: number;
  85667. /**
  85668. * Returns the triangle fan draw mode
  85669. */
  85670. static readonly TriangleFanDrawMode: number;
  85671. /**
  85672. * Stores the clock-wise side orientation
  85673. */
  85674. static readonly ClockWiseSideOrientation: number;
  85675. /**
  85676. * Stores the counter clock-wise side orientation
  85677. */
  85678. static readonly CounterClockWiseSideOrientation: number;
  85679. /**
  85680. * The dirty texture flag value
  85681. */
  85682. static readonly TextureDirtyFlag: number;
  85683. /**
  85684. * The dirty light flag value
  85685. */
  85686. static readonly LightDirtyFlag: number;
  85687. /**
  85688. * The dirty fresnel flag value
  85689. */
  85690. static readonly FresnelDirtyFlag: number;
  85691. /**
  85692. * The dirty attribute flag value
  85693. */
  85694. static readonly AttributesDirtyFlag: number;
  85695. /**
  85696. * The dirty misc flag value
  85697. */
  85698. static readonly MiscDirtyFlag: number;
  85699. /**
  85700. * The all dirty flag value
  85701. */
  85702. static readonly AllDirtyFlag: number;
  85703. /**
  85704. * The ID of the material
  85705. */
  85706. id: string;
  85707. /**
  85708. * Gets or sets the unique id of the material
  85709. */
  85710. uniqueId: number;
  85711. /**
  85712. * The name of the material
  85713. */
  85714. name: string;
  85715. /**
  85716. * Gets or sets user defined metadata
  85717. */
  85718. metadata: any;
  85719. /**
  85720. * For internal use only. Please do not use.
  85721. */
  85722. reservedDataStore: any;
  85723. /**
  85724. * Specifies if the ready state should be checked on each call
  85725. */
  85726. checkReadyOnEveryCall: boolean;
  85727. /**
  85728. * Specifies if the ready state should be checked once
  85729. */
  85730. checkReadyOnlyOnce: boolean;
  85731. /**
  85732. * The state of the material
  85733. */
  85734. state: string;
  85735. /**
  85736. * The alpha value of the material
  85737. */
  85738. protected _alpha: number;
  85739. /**
  85740. * List of inspectable custom properties (used by the Inspector)
  85741. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85742. */
  85743. inspectableCustomProperties: IInspectable[];
  85744. /**
  85745. * Sets the alpha value of the material
  85746. */
  85747. /**
  85748. * Gets the alpha value of the material
  85749. */
  85750. alpha: number;
  85751. /**
  85752. * Specifies if back face culling is enabled
  85753. */
  85754. protected _backFaceCulling: boolean;
  85755. /**
  85756. * Sets the back-face culling state
  85757. */
  85758. /**
  85759. * Gets the back-face culling state
  85760. */
  85761. backFaceCulling: boolean;
  85762. /**
  85763. * Stores the value for side orientation
  85764. */
  85765. sideOrientation: number;
  85766. /**
  85767. * Callback triggered when the material is compiled
  85768. */
  85769. onCompiled: Nullable<(effect: Effect) => void>;
  85770. /**
  85771. * Callback triggered when an error occurs
  85772. */
  85773. onError: Nullable<(effect: Effect, errors: string) => void>;
  85774. /**
  85775. * Callback triggered to get the render target textures
  85776. */
  85777. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85778. /**
  85779. * Gets a boolean indicating that current material needs to register RTT
  85780. */
  85781. readonly hasRenderTargetTextures: boolean;
  85782. /**
  85783. * Specifies if the material should be serialized
  85784. */
  85785. doNotSerialize: boolean;
  85786. /**
  85787. * @hidden
  85788. */
  85789. _storeEffectOnSubMeshes: boolean;
  85790. /**
  85791. * Stores the animations for the material
  85792. */
  85793. animations: Nullable<Array<Animation>>;
  85794. /**
  85795. * An event triggered when the material is disposed
  85796. */
  85797. onDisposeObservable: Observable<Material>;
  85798. /**
  85799. * An observer which watches for dispose events
  85800. */
  85801. private _onDisposeObserver;
  85802. private _onUnBindObservable;
  85803. /**
  85804. * Called during a dispose event
  85805. */
  85806. onDispose: () => void;
  85807. private _onBindObservable;
  85808. /**
  85809. * An event triggered when the material is bound
  85810. */
  85811. readonly onBindObservable: Observable<AbstractMesh>;
  85812. /**
  85813. * An observer which watches for bind events
  85814. */
  85815. private _onBindObserver;
  85816. /**
  85817. * Called during a bind event
  85818. */
  85819. onBind: (Mesh: AbstractMesh) => void;
  85820. /**
  85821. * An event triggered when the material is unbound
  85822. */
  85823. readonly onUnBindObservable: Observable<Material>;
  85824. /**
  85825. * Stores the value of the alpha mode
  85826. */
  85827. private _alphaMode;
  85828. /**
  85829. * Sets the value of the alpha mode.
  85830. *
  85831. * | Value | Type | Description |
  85832. * | --- | --- | --- |
  85833. * | 0 | ALPHA_DISABLE | |
  85834. * | 1 | ALPHA_ADD | |
  85835. * | 2 | ALPHA_COMBINE | |
  85836. * | 3 | ALPHA_SUBTRACT | |
  85837. * | 4 | ALPHA_MULTIPLY | |
  85838. * | 5 | ALPHA_MAXIMIZED | |
  85839. * | 6 | ALPHA_ONEONE | |
  85840. * | 7 | ALPHA_PREMULTIPLIED | |
  85841. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85842. * | 9 | ALPHA_INTERPOLATE | |
  85843. * | 10 | ALPHA_SCREENMODE | |
  85844. *
  85845. */
  85846. /**
  85847. * Gets the value of the alpha mode
  85848. */
  85849. alphaMode: number;
  85850. /**
  85851. * Stores the state of the need depth pre-pass value
  85852. */
  85853. private _needDepthPrePass;
  85854. /**
  85855. * Sets the need depth pre-pass value
  85856. */
  85857. /**
  85858. * Gets the depth pre-pass value
  85859. */
  85860. needDepthPrePass: boolean;
  85861. /**
  85862. * Specifies if depth writing should be disabled
  85863. */
  85864. disableDepthWrite: boolean;
  85865. /**
  85866. * Specifies if depth writing should be forced
  85867. */
  85868. forceDepthWrite: boolean;
  85869. /**
  85870. * Specifies if there should be a separate pass for culling
  85871. */
  85872. separateCullingPass: boolean;
  85873. /**
  85874. * Stores the state specifing if fog should be enabled
  85875. */
  85876. private _fogEnabled;
  85877. /**
  85878. * Sets the state for enabling fog
  85879. */
  85880. /**
  85881. * Gets the value of the fog enabled state
  85882. */
  85883. fogEnabled: boolean;
  85884. /**
  85885. * Stores the size of points
  85886. */
  85887. pointSize: number;
  85888. /**
  85889. * Stores the z offset value
  85890. */
  85891. zOffset: number;
  85892. /**
  85893. * Gets a value specifying if wireframe mode is enabled
  85894. */
  85895. /**
  85896. * Sets the state of wireframe mode
  85897. */
  85898. wireframe: boolean;
  85899. /**
  85900. * Gets the value specifying if point clouds are enabled
  85901. */
  85902. /**
  85903. * Sets the state of point cloud mode
  85904. */
  85905. pointsCloud: boolean;
  85906. /**
  85907. * Gets the material fill mode
  85908. */
  85909. /**
  85910. * Sets the material fill mode
  85911. */
  85912. fillMode: number;
  85913. /**
  85914. * @hidden
  85915. * Stores the effects for the material
  85916. */
  85917. _effect: Nullable<Effect>;
  85918. /**
  85919. * @hidden
  85920. * Specifies if the material was previously ready
  85921. */
  85922. _wasPreviouslyReady: boolean;
  85923. /**
  85924. * Specifies if uniform buffers should be used
  85925. */
  85926. private _useUBO;
  85927. /**
  85928. * Stores a reference to the scene
  85929. */
  85930. private _scene;
  85931. /**
  85932. * Stores the fill mode state
  85933. */
  85934. private _fillMode;
  85935. /**
  85936. * Specifies if the depth write state should be cached
  85937. */
  85938. private _cachedDepthWriteState;
  85939. /**
  85940. * Stores the uniform buffer
  85941. */
  85942. protected _uniformBuffer: UniformBuffer;
  85943. /** @hidden */
  85944. _indexInSceneMaterialArray: number;
  85945. /** @hidden */
  85946. meshMap: Nullable<{
  85947. [id: string]: AbstractMesh | undefined;
  85948. }>;
  85949. /**
  85950. * Creates a material instance
  85951. * @param name defines the name of the material
  85952. * @param scene defines the scene to reference
  85953. * @param doNotAdd specifies if the material should be added to the scene
  85954. */
  85955. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85956. /**
  85957. * Returns a string representation of the current material
  85958. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85959. * @returns a string with material information
  85960. */
  85961. toString(fullDetails?: boolean): string;
  85962. /**
  85963. * Gets the class name of the material
  85964. * @returns a string with the class name of the material
  85965. */
  85966. getClassName(): string;
  85967. /**
  85968. * Specifies if updates for the material been locked
  85969. */
  85970. readonly isFrozen: boolean;
  85971. /**
  85972. * Locks updates for the material
  85973. */
  85974. freeze(): void;
  85975. /**
  85976. * Unlocks updates for the material
  85977. */
  85978. unfreeze(): void;
  85979. /**
  85980. * Specifies if the material is ready to be used
  85981. * @param mesh defines the mesh to check
  85982. * @param useInstances specifies if instances should be used
  85983. * @returns a boolean indicating if the material is ready to be used
  85984. */
  85985. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85986. /**
  85987. * Specifies that the submesh is ready to be used
  85988. * @param mesh defines the mesh to check
  85989. * @param subMesh defines which submesh to check
  85990. * @param useInstances specifies that instances should be used
  85991. * @returns a boolean indicating that the submesh is ready or not
  85992. */
  85993. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85994. /**
  85995. * Returns the material effect
  85996. * @returns the effect associated with the material
  85997. */
  85998. getEffect(): Nullable<Effect>;
  85999. /**
  86000. * Returns the current scene
  86001. * @returns a Scene
  86002. */
  86003. getScene(): Scene;
  86004. /**
  86005. * Specifies if the material will require alpha blending
  86006. * @returns a boolean specifying if alpha blending is needed
  86007. */
  86008. needAlphaBlending(): boolean;
  86009. /**
  86010. * Specifies if the mesh will require alpha blending
  86011. * @param mesh defines the mesh to check
  86012. * @returns a boolean specifying if alpha blending is needed for the mesh
  86013. */
  86014. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  86015. /**
  86016. * Specifies if this material should be rendered in alpha test mode
  86017. * @returns a boolean specifying if an alpha test is needed.
  86018. */
  86019. needAlphaTesting(): boolean;
  86020. /**
  86021. * Gets the texture used for the alpha test
  86022. * @returns the texture to use for alpha testing
  86023. */
  86024. getAlphaTestTexture(): Nullable<BaseTexture>;
  86025. /**
  86026. * Marks the material to indicate that it needs to be re-calculated
  86027. */
  86028. markDirty(): void;
  86029. /** @hidden */
  86030. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  86031. /**
  86032. * Binds the material to the mesh
  86033. * @param world defines the world transformation matrix
  86034. * @param mesh defines the mesh to bind the material to
  86035. */
  86036. bind(world: Matrix, mesh?: Mesh): void;
  86037. /**
  86038. * Binds the submesh to the material
  86039. * @param world defines the world transformation matrix
  86040. * @param mesh defines the mesh containing the submesh
  86041. * @param subMesh defines the submesh to bind the material to
  86042. */
  86043. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  86044. /**
  86045. * Binds the world matrix to the material
  86046. * @param world defines the world transformation matrix
  86047. */
  86048. bindOnlyWorldMatrix(world: Matrix): void;
  86049. /**
  86050. * Binds the scene's uniform buffer to the effect.
  86051. * @param effect defines the effect to bind to the scene uniform buffer
  86052. * @param sceneUbo defines the uniform buffer storing scene data
  86053. */
  86054. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  86055. /**
  86056. * Binds the view matrix to the effect
  86057. * @param effect defines the effect to bind the view matrix to
  86058. */
  86059. bindView(effect: Effect): void;
  86060. /**
  86061. * Binds the view projection matrix to the effect
  86062. * @param effect defines the effect to bind the view projection matrix to
  86063. */
  86064. bindViewProjection(effect: Effect): void;
  86065. /**
  86066. * Specifies if material alpha testing should be turned on for the mesh
  86067. * @param mesh defines the mesh to check
  86068. */
  86069. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  86070. /**
  86071. * Processes to execute after binding the material to a mesh
  86072. * @param mesh defines the rendered mesh
  86073. */
  86074. protected _afterBind(mesh?: Mesh): void;
  86075. /**
  86076. * Unbinds the material from the mesh
  86077. */
  86078. unbind(): void;
  86079. /**
  86080. * Gets the active textures from the material
  86081. * @returns an array of textures
  86082. */
  86083. getActiveTextures(): BaseTexture[];
  86084. /**
  86085. * Specifies if the material uses a texture
  86086. * @param texture defines the texture to check against the material
  86087. * @returns a boolean specifying if the material uses the texture
  86088. */
  86089. hasTexture(texture: BaseTexture): boolean;
  86090. /**
  86091. * Makes a duplicate of the material, and gives it a new name
  86092. * @param name defines the new name for the duplicated material
  86093. * @returns the cloned material
  86094. */
  86095. clone(name: string): Nullable<Material>;
  86096. /**
  86097. * Gets the meshes bound to the material
  86098. * @returns an array of meshes bound to the material
  86099. */
  86100. getBindedMeshes(): AbstractMesh[];
  86101. /**
  86102. * Force shader compilation
  86103. * @param mesh defines the mesh associated with this material
  86104. * @param onCompiled defines a function to execute once the material is compiled
  86105. * @param options defines the options to configure the compilation
  86106. */
  86107. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  86108. clipPlane: boolean;
  86109. }>): void;
  86110. /**
  86111. * Force shader compilation
  86112. * @param mesh defines the mesh that will use this material
  86113. * @param options defines additional options for compiling the shaders
  86114. * @returns a promise that resolves when the compilation completes
  86115. */
  86116. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  86117. clipPlane: boolean;
  86118. }>): Promise<void>;
  86119. private static readonly _AllDirtyCallBack;
  86120. private static readonly _ImageProcessingDirtyCallBack;
  86121. private static readonly _TextureDirtyCallBack;
  86122. private static readonly _FresnelDirtyCallBack;
  86123. private static readonly _MiscDirtyCallBack;
  86124. private static readonly _LightsDirtyCallBack;
  86125. private static readonly _AttributeDirtyCallBack;
  86126. private static _FresnelAndMiscDirtyCallBack;
  86127. private static _TextureAndMiscDirtyCallBack;
  86128. private static readonly _DirtyCallbackArray;
  86129. private static readonly _RunDirtyCallBacks;
  86130. /**
  86131. * Marks a define in the material to indicate that it needs to be re-computed
  86132. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  86133. */
  86134. markAsDirty(flag: number): void;
  86135. /**
  86136. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  86137. * @param func defines a function which checks material defines against the submeshes
  86138. */
  86139. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  86140. /**
  86141. * Indicates that we need to re-calculated for all submeshes
  86142. */
  86143. protected _markAllSubMeshesAsAllDirty(): void;
  86144. /**
  86145. * Indicates that image processing needs to be re-calculated for all submeshes
  86146. */
  86147. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  86148. /**
  86149. * Indicates that textures need to be re-calculated for all submeshes
  86150. */
  86151. protected _markAllSubMeshesAsTexturesDirty(): void;
  86152. /**
  86153. * Indicates that fresnel needs to be re-calculated for all submeshes
  86154. */
  86155. protected _markAllSubMeshesAsFresnelDirty(): void;
  86156. /**
  86157. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  86158. */
  86159. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  86160. /**
  86161. * Indicates that lights need to be re-calculated for all submeshes
  86162. */
  86163. protected _markAllSubMeshesAsLightsDirty(): void;
  86164. /**
  86165. * Indicates that attributes need to be re-calculated for all submeshes
  86166. */
  86167. protected _markAllSubMeshesAsAttributesDirty(): void;
  86168. /**
  86169. * Indicates that misc needs to be re-calculated for all submeshes
  86170. */
  86171. protected _markAllSubMeshesAsMiscDirty(): void;
  86172. /**
  86173. * Indicates that textures and misc need to be re-calculated for all submeshes
  86174. */
  86175. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  86176. /**
  86177. * Disposes the material
  86178. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86179. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86180. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86181. */
  86182. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86183. /** @hidden */
  86184. private releaseVertexArrayObject;
  86185. /**
  86186. * Serializes this material
  86187. * @returns the serialized material object
  86188. */
  86189. serialize(): any;
  86190. /**
  86191. * Creates a material from parsed material data
  86192. * @param parsedMaterial defines parsed material data
  86193. * @param scene defines the hosting scene
  86194. * @param rootUrl defines the root URL to use to load textures
  86195. * @returns a new material
  86196. */
  86197. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86198. }
  86199. }
  86200. declare module BABYLON {
  86201. /**
  86202. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86203. * separate meshes. This can be use to improve performances.
  86204. * @see http://doc.babylonjs.com/how_to/multi_materials
  86205. */
  86206. export class MultiMaterial extends Material {
  86207. private _subMaterials;
  86208. /**
  86209. * Gets or Sets the list of Materials used within the multi material.
  86210. * They need to be ordered according to the submeshes order in the associated mesh
  86211. */
  86212. subMaterials: Nullable<Material>[];
  86213. /**
  86214. * Function used to align with Node.getChildren()
  86215. * @returns the list of Materials used within the multi material
  86216. */
  86217. getChildren(): Nullable<Material>[];
  86218. /**
  86219. * Instantiates a new Multi Material
  86220. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86221. * separate meshes. This can be use to improve performances.
  86222. * @see http://doc.babylonjs.com/how_to/multi_materials
  86223. * @param name Define the name in the scene
  86224. * @param scene Define the scene the material belongs to
  86225. */
  86226. constructor(name: string, scene: Scene);
  86227. private _hookArray;
  86228. /**
  86229. * Get one of the submaterial by its index in the submaterials array
  86230. * @param index The index to look the sub material at
  86231. * @returns The Material if the index has been defined
  86232. */
  86233. getSubMaterial(index: number): Nullable<Material>;
  86234. /**
  86235. * Get the list of active textures for the whole sub materials list.
  86236. * @returns All the textures that will be used during the rendering
  86237. */
  86238. getActiveTextures(): BaseTexture[];
  86239. /**
  86240. * Gets the current class name of the material e.g. "MultiMaterial"
  86241. * Mainly use in serialization.
  86242. * @returns the class name
  86243. */
  86244. getClassName(): string;
  86245. /**
  86246. * Checks if the material is ready to render the requested sub mesh
  86247. * @param mesh Define the mesh the submesh belongs to
  86248. * @param subMesh Define the sub mesh to look readyness for
  86249. * @param useInstances Define whether or not the material is used with instances
  86250. * @returns true if ready, otherwise false
  86251. */
  86252. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86253. /**
  86254. * Clones the current material and its related sub materials
  86255. * @param name Define the name of the newly cloned material
  86256. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86257. * @returns the cloned material
  86258. */
  86259. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86260. /**
  86261. * Serializes the materials into a JSON representation.
  86262. * @returns the JSON representation
  86263. */
  86264. serialize(): any;
  86265. /**
  86266. * Dispose the material and release its associated resources
  86267. * @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)
  86268. * @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)
  86269. * @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)
  86270. */
  86271. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86272. /**
  86273. * Creates a MultiMaterial from parsed MultiMaterial data.
  86274. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86275. * @param scene defines the hosting scene
  86276. * @returns a new MultiMaterial
  86277. */
  86278. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86279. }
  86280. }
  86281. declare module BABYLON {
  86282. /**
  86283. * Base class for submeshes
  86284. */
  86285. export class BaseSubMesh {
  86286. /** @hidden */
  86287. _materialDefines: Nullable<MaterialDefines>;
  86288. /** @hidden */
  86289. _materialEffect: Nullable<Effect>;
  86290. /**
  86291. * Gets associated effect
  86292. */
  86293. readonly effect: Nullable<Effect>;
  86294. /**
  86295. * Sets associated effect (effect used to render this submesh)
  86296. * @param effect defines the effect to associate with
  86297. * @param defines defines the set of defines used to compile this effect
  86298. */
  86299. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86300. }
  86301. /**
  86302. * Defines a subdivision inside a mesh
  86303. */
  86304. export class SubMesh extends BaseSubMesh implements ICullable {
  86305. /** the material index to use */
  86306. materialIndex: number;
  86307. /** vertex index start */
  86308. verticesStart: number;
  86309. /** vertices count */
  86310. verticesCount: number;
  86311. /** index start */
  86312. indexStart: number;
  86313. /** indices count */
  86314. indexCount: number;
  86315. /** @hidden */
  86316. _linesIndexCount: number;
  86317. private _mesh;
  86318. private _renderingMesh;
  86319. private _boundingInfo;
  86320. private _linesIndexBuffer;
  86321. /** @hidden */
  86322. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86323. /** @hidden */
  86324. _trianglePlanes: Plane[];
  86325. /** @hidden */
  86326. _lastColliderTransformMatrix: Nullable<Matrix>;
  86327. /** @hidden */
  86328. _renderId: number;
  86329. /** @hidden */
  86330. _alphaIndex: number;
  86331. /** @hidden */
  86332. _distanceToCamera: number;
  86333. /** @hidden */
  86334. _id: number;
  86335. private _currentMaterial;
  86336. /**
  86337. * Add a new submesh to a mesh
  86338. * @param materialIndex defines the material index to use
  86339. * @param verticesStart defines vertex index start
  86340. * @param verticesCount defines vertices count
  86341. * @param indexStart defines index start
  86342. * @param indexCount defines indices count
  86343. * @param mesh defines the parent mesh
  86344. * @param renderingMesh defines an optional rendering mesh
  86345. * @param createBoundingBox defines if bounding box should be created for this submesh
  86346. * @returns the new submesh
  86347. */
  86348. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86349. /**
  86350. * Creates a new submesh
  86351. * @param materialIndex defines the material index to use
  86352. * @param verticesStart defines vertex index start
  86353. * @param verticesCount defines vertices count
  86354. * @param indexStart defines index start
  86355. * @param indexCount defines indices count
  86356. * @param mesh defines the parent mesh
  86357. * @param renderingMesh defines an optional rendering mesh
  86358. * @param createBoundingBox defines if bounding box should be created for this submesh
  86359. */
  86360. constructor(
  86361. /** the material index to use */
  86362. materialIndex: number,
  86363. /** vertex index start */
  86364. verticesStart: number,
  86365. /** vertices count */
  86366. verticesCount: number,
  86367. /** index start */
  86368. indexStart: number,
  86369. /** indices count */
  86370. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86371. /**
  86372. * Returns true if this submesh covers the entire parent mesh
  86373. * @ignorenaming
  86374. */
  86375. readonly IsGlobal: boolean;
  86376. /**
  86377. * Returns the submesh BoudingInfo object
  86378. * @returns current bounding info (or mesh's one if the submesh is global)
  86379. */
  86380. getBoundingInfo(): BoundingInfo;
  86381. /**
  86382. * Sets the submesh BoundingInfo
  86383. * @param boundingInfo defines the new bounding info to use
  86384. * @returns the SubMesh
  86385. */
  86386. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86387. /**
  86388. * Returns the mesh of the current submesh
  86389. * @return the parent mesh
  86390. */
  86391. getMesh(): AbstractMesh;
  86392. /**
  86393. * Returns the rendering mesh of the submesh
  86394. * @returns the rendering mesh (could be different from parent mesh)
  86395. */
  86396. getRenderingMesh(): Mesh;
  86397. /**
  86398. * Returns the submesh material
  86399. * @returns null or the current material
  86400. */
  86401. getMaterial(): Nullable<Material>;
  86402. /**
  86403. * Sets a new updated BoundingInfo object to the submesh
  86404. * @param data defines an optional position array to use to determine the bounding info
  86405. * @returns the SubMesh
  86406. */
  86407. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86408. /** @hidden */
  86409. _checkCollision(collider: Collider): boolean;
  86410. /**
  86411. * Updates the submesh BoundingInfo
  86412. * @param world defines the world matrix to use to update the bounding info
  86413. * @returns the submesh
  86414. */
  86415. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86416. /**
  86417. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86418. * @param frustumPlanes defines the frustum planes
  86419. * @returns true if the submesh is intersecting with the frustum
  86420. */
  86421. isInFrustum(frustumPlanes: Plane[]): boolean;
  86422. /**
  86423. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86424. * @param frustumPlanes defines the frustum planes
  86425. * @returns true if the submesh is inside the frustum
  86426. */
  86427. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86428. /**
  86429. * Renders the submesh
  86430. * @param enableAlphaMode defines if alpha needs to be used
  86431. * @returns the submesh
  86432. */
  86433. render(enableAlphaMode: boolean): SubMesh;
  86434. /**
  86435. * @hidden
  86436. */
  86437. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86438. /**
  86439. * Checks if the submesh intersects with a ray
  86440. * @param ray defines the ray to test
  86441. * @returns true is the passed ray intersects the submesh bounding box
  86442. */
  86443. canIntersects(ray: Ray): boolean;
  86444. /**
  86445. * Intersects current submesh with a ray
  86446. * @param ray defines the ray to test
  86447. * @param positions defines mesh's positions array
  86448. * @param indices defines mesh's indices array
  86449. * @param fastCheck defines if only bounding info should be used
  86450. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86451. * @returns intersection info or null if no intersection
  86452. */
  86453. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86454. /** @hidden */
  86455. private _intersectLines;
  86456. /** @hidden */
  86457. private _intersectUnIndexedLines;
  86458. /** @hidden */
  86459. private _intersectTriangles;
  86460. /** @hidden */
  86461. private _intersectUnIndexedTriangles;
  86462. /** @hidden */
  86463. _rebuild(): void;
  86464. /**
  86465. * Creates a new submesh from the passed mesh
  86466. * @param newMesh defines the new hosting mesh
  86467. * @param newRenderingMesh defines an optional rendering mesh
  86468. * @returns the new submesh
  86469. */
  86470. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86471. /**
  86472. * Release associated resources
  86473. */
  86474. dispose(): void;
  86475. /**
  86476. * Gets the class name
  86477. * @returns the string "SubMesh".
  86478. */
  86479. getClassName(): string;
  86480. /**
  86481. * Creates a new submesh from indices data
  86482. * @param materialIndex the index of the main mesh material
  86483. * @param startIndex the index where to start the copy in the mesh indices array
  86484. * @param indexCount the number of indices to copy then from the startIndex
  86485. * @param mesh the main mesh to create the submesh from
  86486. * @param renderingMesh the optional rendering mesh
  86487. * @returns a new submesh
  86488. */
  86489. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86490. }
  86491. }
  86492. declare module BABYLON {
  86493. /**
  86494. * Class used to represent data loading progression
  86495. */
  86496. export class SceneLoaderFlags {
  86497. private static _ForceFullSceneLoadingForIncremental;
  86498. private static _ShowLoadingScreen;
  86499. private static _CleanBoneMatrixWeights;
  86500. private static _loggingLevel;
  86501. /**
  86502. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86503. */
  86504. static ForceFullSceneLoadingForIncremental: boolean;
  86505. /**
  86506. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86507. */
  86508. static ShowLoadingScreen: boolean;
  86509. /**
  86510. * Defines the current logging level (while loading the scene)
  86511. * @ignorenaming
  86512. */
  86513. static loggingLevel: number;
  86514. /**
  86515. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86516. */
  86517. static CleanBoneMatrixWeights: boolean;
  86518. }
  86519. }
  86520. declare module BABYLON {
  86521. /**
  86522. * Class used to store geometry data (vertex buffers + index buffer)
  86523. */
  86524. export class Geometry implements IGetSetVerticesData {
  86525. /**
  86526. * Gets or sets the ID of the geometry
  86527. */
  86528. id: string;
  86529. /**
  86530. * Gets or sets the unique ID of the geometry
  86531. */
  86532. uniqueId: number;
  86533. /**
  86534. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86535. */
  86536. delayLoadState: number;
  86537. /**
  86538. * Gets the file containing the data to load when running in delay load state
  86539. */
  86540. delayLoadingFile: Nullable<string>;
  86541. /**
  86542. * Callback called when the geometry is updated
  86543. */
  86544. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86545. private _scene;
  86546. private _engine;
  86547. private _meshes;
  86548. private _totalVertices;
  86549. /** @hidden */
  86550. _indices: IndicesArray;
  86551. /** @hidden */
  86552. _vertexBuffers: {
  86553. [key: string]: VertexBuffer;
  86554. };
  86555. private _isDisposed;
  86556. private _extend;
  86557. private _boundingBias;
  86558. /** @hidden */
  86559. _delayInfo: Array<string>;
  86560. private _indexBuffer;
  86561. private _indexBufferIsUpdatable;
  86562. /** @hidden */
  86563. _boundingInfo: Nullable<BoundingInfo>;
  86564. /** @hidden */
  86565. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86566. /** @hidden */
  86567. _softwareSkinningFrameId: number;
  86568. private _vertexArrayObjects;
  86569. private _updatable;
  86570. /** @hidden */
  86571. _positions: Nullable<Vector3[]>;
  86572. /**
  86573. * 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
  86574. */
  86575. /**
  86576. * 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
  86577. */
  86578. boundingBias: Vector2;
  86579. /**
  86580. * Static function used to attach a new empty geometry to a mesh
  86581. * @param mesh defines the mesh to attach the geometry to
  86582. * @returns the new Geometry
  86583. */
  86584. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86585. /**
  86586. * Creates a new geometry
  86587. * @param id defines the unique ID
  86588. * @param scene defines the hosting scene
  86589. * @param vertexData defines the VertexData used to get geometry data
  86590. * @param updatable defines if geometry must be updatable (false by default)
  86591. * @param mesh defines the mesh that will be associated with the geometry
  86592. */
  86593. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86594. /**
  86595. * Gets the current extend of the geometry
  86596. */
  86597. readonly extend: {
  86598. minimum: Vector3;
  86599. maximum: Vector3;
  86600. };
  86601. /**
  86602. * Gets the hosting scene
  86603. * @returns the hosting Scene
  86604. */
  86605. getScene(): Scene;
  86606. /**
  86607. * Gets the hosting engine
  86608. * @returns the hosting Engine
  86609. */
  86610. getEngine(): Engine;
  86611. /**
  86612. * Defines if the geometry is ready to use
  86613. * @returns true if the geometry is ready to be used
  86614. */
  86615. isReady(): boolean;
  86616. /**
  86617. * Gets a value indicating that the geometry should not be serialized
  86618. */
  86619. readonly doNotSerialize: boolean;
  86620. /** @hidden */
  86621. _rebuild(): void;
  86622. /**
  86623. * Affects all geometry data in one call
  86624. * @param vertexData defines the geometry data
  86625. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86626. */
  86627. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86628. /**
  86629. * Set specific vertex data
  86630. * @param kind defines the data kind (Position, normal, etc...)
  86631. * @param data defines the vertex data to use
  86632. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86633. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86634. */
  86635. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86636. /**
  86637. * Removes a specific vertex data
  86638. * @param kind defines the data kind (Position, normal, etc...)
  86639. */
  86640. removeVerticesData(kind: string): void;
  86641. /**
  86642. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86643. * @param buffer defines the vertex buffer to use
  86644. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86645. */
  86646. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86647. /**
  86648. * Update a specific vertex buffer
  86649. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86650. * It will do nothing if the buffer is not updatable
  86651. * @param kind defines the data kind (Position, normal, etc...)
  86652. * @param data defines the data to use
  86653. * @param offset defines the offset in the target buffer where to store the data
  86654. * @param useBytes set to true if the offset is in bytes
  86655. */
  86656. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86657. /**
  86658. * Update a specific vertex buffer
  86659. * This function will create a new buffer if the current one is not updatable
  86660. * @param kind defines the data kind (Position, normal, etc...)
  86661. * @param data defines the data to use
  86662. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86663. */
  86664. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86665. private _updateBoundingInfo;
  86666. /** @hidden */
  86667. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86668. /**
  86669. * Gets total number of vertices
  86670. * @returns the total number of vertices
  86671. */
  86672. getTotalVertices(): number;
  86673. /**
  86674. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86675. * @param kind defines the data kind (Position, normal, etc...)
  86676. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86677. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86678. * @returns a float array containing vertex data
  86679. */
  86680. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86681. /**
  86682. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86683. * @param kind defines the data kind (Position, normal, etc...)
  86684. * @returns true if the vertex buffer with the specified kind is updatable
  86685. */
  86686. isVertexBufferUpdatable(kind: string): boolean;
  86687. /**
  86688. * Gets a specific vertex buffer
  86689. * @param kind defines the data kind (Position, normal, etc...)
  86690. * @returns a VertexBuffer
  86691. */
  86692. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86693. /**
  86694. * Returns all vertex buffers
  86695. * @return an object holding all vertex buffers indexed by kind
  86696. */
  86697. getVertexBuffers(): Nullable<{
  86698. [key: string]: VertexBuffer;
  86699. }>;
  86700. /**
  86701. * Gets a boolean indicating if specific vertex buffer is present
  86702. * @param kind defines the data kind (Position, normal, etc...)
  86703. * @returns true if data is present
  86704. */
  86705. isVerticesDataPresent(kind: string): boolean;
  86706. /**
  86707. * Gets a list of all attached data kinds (Position, normal, etc...)
  86708. * @returns a list of string containing all kinds
  86709. */
  86710. getVerticesDataKinds(): string[];
  86711. /**
  86712. * Update index buffer
  86713. * @param indices defines the indices to store in the index buffer
  86714. * @param offset defines the offset in the target buffer where to store the data
  86715. * @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)
  86716. */
  86717. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86718. /**
  86719. * Creates a new index buffer
  86720. * @param indices defines the indices to store in the index buffer
  86721. * @param totalVertices defines the total number of vertices (could be null)
  86722. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86723. */
  86724. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86725. /**
  86726. * Return the total number of indices
  86727. * @returns the total number of indices
  86728. */
  86729. getTotalIndices(): number;
  86730. /**
  86731. * Gets the index buffer array
  86732. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86733. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86734. * @returns the index buffer array
  86735. */
  86736. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86737. /**
  86738. * Gets the index buffer
  86739. * @return the index buffer
  86740. */
  86741. getIndexBuffer(): Nullable<DataBuffer>;
  86742. /** @hidden */
  86743. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86744. /**
  86745. * Release the associated resources for a specific mesh
  86746. * @param mesh defines the source mesh
  86747. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86748. */
  86749. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86750. /**
  86751. * Apply current geometry to a given mesh
  86752. * @param mesh defines the mesh to apply geometry to
  86753. */
  86754. applyToMesh(mesh: Mesh): void;
  86755. private _updateExtend;
  86756. private _applyToMesh;
  86757. private notifyUpdate;
  86758. /**
  86759. * Load the geometry if it was flagged as delay loaded
  86760. * @param scene defines the hosting scene
  86761. * @param onLoaded defines a callback called when the geometry is loaded
  86762. */
  86763. load(scene: Scene, onLoaded?: () => void): void;
  86764. private _queueLoad;
  86765. /**
  86766. * Invert the geometry to move from a right handed system to a left handed one.
  86767. */
  86768. toLeftHanded(): void;
  86769. /** @hidden */
  86770. _resetPointsArrayCache(): void;
  86771. /** @hidden */
  86772. _generatePointsArray(): boolean;
  86773. /**
  86774. * Gets a value indicating if the geometry is disposed
  86775. * @returns true if the geometry was disposed
  86776. */
  86777. isDisposed(): boolean;
  86778. private _disposeVertexArrayObjects;
  86779. /**
  86780. * Free all associated resources
  86781. */
  86782. dispose(): void;
  86783. /**
  86784. * Clone the current geometry into a new geometry
  86785. * @param id defines the unique ID of the new geometry
  86786. * @returns a new geometry object
  86787. */
  86788. copy(id: string): Geometry;
  86789. /**
  86790. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86791. * @return a JSON representation of the current geometry data (without the vertices data)
  86792. */
  86793. serialize(): any;
  86794. private toNumberArray;
  86795. /**
  86796. * Serialize all vertices data into a JSON oject
  86797. * @returns a JSON representation of the current geometry data
  86798. */
  86799. serializeVerticeData(): any;
  86800. /**
  86801. * Extracts a clone of a mesh geometry
  86802. * @param mesh defines the source mesh
  86803. * @param id defines the unique ID of the new geometry object
  86804. * @returns the new geometry object
  86805. */
  86806. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86807. /**
  86808. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86809. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86810. * Be aware Math.random() could cause collisions, but:
  86811. * "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"
  86812. * @returns a string containing a new GUID
  86813. */
  86814. static RandomId(): string;
  86815. /** @hidden */
  86816. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86817. private static _CleanMatricesWeights;
  86818. /**
  86819. * Create a new geometry from persisted data (Using .babylon file format)
  86820. * @param parsedVertexData defines the persisted data
  86821. * @param scene defines the hosting scene
  86822. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86823. * @returns the new geometry object
  86824. */
  86825. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86826. }
  86827. }
  86828. declare module BABYLON {
  86829. /**
  86830. * Define an interface for all classes that will get and set the data on vertices
  86831. */
  86832. export interface IGetSetVerticesData {
  86833. /**
  86834. * Gets a boolean indicating if specific vertex data is present
  86835. * @param kind defines the vertex data kind to use
  86836. * @returns true is data kind is present
  86837. */
  86838. isVerticesDataPresent(kind: string): boolean;
  86839. /**
  86840. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86841. * @param kind defines the data kind (Position, normal, etc...)
  86842. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86843. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86844. * @returns a float array containing vertex data
  86845. */
  86846. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86847. /**
  86848. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86849. * @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.
  86850. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86851. * @returns the indices array or an empty array if the mesh has no geometry
  86852. */
  86853. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86854. /**
  86855. * Set specific vertex data
  86856. * @param kind defines the data kind (Position, normal, etc...)
  86857. * @param data defines the vertex data to use
  86858. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86859. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86860. */
  86861. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86862. /**
  86863. * Update a specific associated vertex buffer
  86864. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86865. * - VertexBuffer.PositionKind
  86866. * - VertexBuffer.UVKind
  86867. * - VertexBuffer.UV2Kind
  86868. * - VertexBuffer.UV3Kind
  86869. * - VertexBuffer.UV4Kind
  86870. * - VertexBuffer.UV5Kind
  86871. * - VertexBuffer.UV6Kind
  86872. * - VertexBuffer.ColorKind
  86873. * - VertexBuffer.MatricesIndicesKind
  86874. * - VertexBuffer.MatricesIndicesExtraKind
  86875. * - VertexBuffer.MatricesWeightsKind
  86876. * - VertexBuffer.MatricesWeightsExtraKind
  86877. * @param data defines the data source
  86878. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86879. * @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)
  86880. */
  86881. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86882. /**
  86883. * Creates a new index buffer
  86884. * @param indices defines the indices to store in the index buffer
  86885. * @param totalVertices defines the total number of vertices (could be null)
  86886. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86887. */
  86888. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86889. }
  86890. /**
  86891. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86892. */
  86893. export class VertexData {
  86894. /**
  86895. * Mesh side orientation : usually the external or front surface
  86896. */
  86897. static readonly FRONTSIDE: number;
  86898. /**
  86899. * Mesh side orientation : usually the internal or back surface
  86900. */
  86901. static readonly BACKSIDE: number;
  86902. /**
  86903. * Mesh side orientation : both internal and external or front and back surfaces
  86904. */
  86905. static readonly DOUBLESIDE: number;
  86906. /**
  86907. * Mesh side orientation : by default, `FRONTSIDE`
  86908. */
  86909. static readonly DEFAULTSIDE: number;
  86910. /**
  86911. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86912. */
  86913. positions: Nullable<FloatArray>;
  86914. /**
  86915. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86916. */
  86917. normals: Nullable<FloatArray>;
  86918. /**
  86919. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86920. */
  86921. tangents: Nullable<FloatArray>;
  86922. /**
  86923. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86924. */
  86925. uvs: Nullable<FloatArray>;
  86926. /**
  86927. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86928. */
  86929. uvs2: Nullable<FloatArray>;
  86930. /**
  86931. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86932. */
  86933. uvs3: Nullable<FloatArray>;
  86934. /**
  86935. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86936. */
  86937. uvs4: Nullable<FloatArray>;
  86938. /**
  86939. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86940. */
  86941. uvs5: Nullable<FloatArray>;
  86942. /**
  86943. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86944. */
  86945. uvs6: Nullable<FloatArray>;
  86946. /**
  86947. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86948. */
  86949. colors: Nullable<FloatArray>;
  86950. /**
  86951. * 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).
  86952. */
  86953. matricesIndices: Nullable<FloatArray>;
  86954. /**
  86955. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86956. */
  86957. matricesWeights: Nullable<FloatArray>;
  86958. /**
  86959. * An array extending the number of possible indices
  86960. */
  86961. matricesIndicesExtra: Nullable<FloatArray>;
  86962. /**
  86963. * An array extending the number of possible weights when the number of indices is extended
  86964. */
  86965. matricesWeightsExtra: Nullable<FloatArray>;
  86966. /**
  86967. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86968. */
  86969. indices: Nullable<IndicesArray>;
  86970. /**
  86971. * Uses the passed data array to set the set the values for the specified kind of data
  86972. * @param data a linear array of floating numbers
  86973. * @param kind the type of data that is being set, eg positions, colors etc
  86974. */
  86975. set(data: FloatArray, kind: string): void;
  86976. /**
  86977. * Associates the vertexData to the passed Mesh.
  86978. * Sets it as updatable or not (default `false`)
  86979. * @param mesh the mesh the vertexData is applied to
  86980. * @param updatable when used and having the value true allows new data to update the vertexData
  86981. * @returns the VertexData
  86982. */
  86983. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86984. /**
  86985. * Associates the vertexData to the passed Geometry.
  86986. * Sets it as updatable or not (default `false`)
  86987. * @param geometry the geometry the vertexData is applied to
  86988. * @param updatable when used and having the value true allows new data to update the vertexData
  86989. * @returns VertexData
  86990. */
  86991. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86992. /**
  86993. * Updates the associated mesh
  86994. * @param mesh the mesh to be updated
  86995. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86996. * @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
  86997. * @returns VertexData
  86998. */
  86999. updateMesh(mesh: Mesh): VertexData;
  87000. /**
  87001. * Updates the associated geometry
  87002. * @param geometry the geometry to be updated
  87003. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  87004. * @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
  87005. * @returns VertexData.
  87006. */
  87007. updateGeometry(geometry: Geometry): VertexData;
  87008. private _applyTo;
  87009. private _update;
  87010. /**
  87011. * Transforms each position and each normal of the vertexData according to the passed Matrix
  87012. * @param matrix the transforming matrix
  87013. * @returns the VertexData
  87014. */
  87015. transform(matrix: Matrix): VertexData;
  87016. /**
  87017. * Merges the passed VertexData into the current one
  87018. * @param other the VertexData to be merged into the current one
  87019. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  87020. * @returns the modified VertexData
  87021. */
  87022. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  87023. private _mergeElement;
  87024. private _validate;
  87025. /**
  87026. * Serializes the VertexData
  87027. * @returns a serialized object
  87028. */
  87029. serialize(): any;
  87030. /**
  87031. * Extracts the vertexData from a mesh
  87032. * @param mesh the mesh from which to extract the VertexData
  87033. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  87034. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87035. * @returns the object VertexData associated to the passed mesh
  87036. */
  87037. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87038. /**
  87039. * Extracts the vertexData from the geometry
  87040. * @param geometry the geometry from which to extract the VertexData
  87041. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  87042. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87043. * @returns the object VertexData associated to the passed mesh
  87044. */
  87045. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87046. private static _ExtractFrom;
  87047. /**
  87048. * Creates the VertexData for a Ribbon
  87049. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  87050. * * pathArray array of paths, each of which an array of successive Vector3
  87051. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  87052. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  87053. * * 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
  87054. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87055. * * 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)
  87056. * * 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)
  87057. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  87058. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  87059. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  87060. * @returns the VertexData of the ribbon
  87061. */
  87062. static CreateRibbon(options: {
  87063. pathArray: Vector3[][];
  87064. closeArray?: boolean;
  87065. closePath?: boolean;
  87066. offset?: number;
  87067. sideOrientation?: number;
  87068. frontUVs?: Vector4;
  87069. backUVs?: Vector4;
  87070. invertUV?: boolean;
  87071. uvs?: Vector2[];
  87072. colors?: Color4[];
  87073. }): VertexData;
  87074. /**
  87075. * Creates the VertexData for a box
  87076. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87077. * * size sets the width, height and depth of the box to the value of size, optional default 1
  87078. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  87079. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  87080. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  87081. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87082. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87083. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87084. * * 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)
  87085. * * 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)
  87086. * @returns the VertexData of the box
  87087. */
  87088. static CreateBox(options: {
  87089. size?: number;
  87090. width?: number;
  87091. height?: number;
  87092. depth?: number;
  87093. faceUV?: Vector4[];
  87094. faceColors?: Color4[];
  87095. sideOrientation?: number;
  87096. frontUVs?: Vector4;
  87097. backUVs?: Vector4;
  87098. }): VertexData;
  87099. /**
  87100. * Creates the VertexData for a tiled box
  87101. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87102. * * faceTiles sets the pattern, tile size and number of tiles for a face
  87103. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87104. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87105. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87106. * @returns the VertexData of the box
  87107. */
  87108. static CreateTiledBox(options: {
  87109. pattern?: number;
  87110. width?: number;
  87111. height?: number;
  87112. depth?: number;
  87113. tileSize?: number;
  87114. tileWidth?: number;
  87115. tileHeight?: number;
  87116. alignHorizontal?: number;
  87117. alignVertical?: number;
  87118. faceUV?: Vector4[];
  87119. faceColors?: Color4[];
  87120. sideOrientation?: number;
  87121. }): VertexData;
  87122. /**
  87123. * Creates the VertexData for a tiled plane
  87124. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87125. * * pattern a limited pattern arrangement depending on the number
  87126. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  87127. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  87128. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  87129. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87130. * * 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)
  87131. * * 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)
  87132. * @returns the VertexData of the tiled plane
  87133. */
  87134. static CreateTiledPlane(options: {
  87135. pattern?: number;
  87136. tileSize?: number;
  87137. tileWidth?: number;
  87138. tileHeight?: number;
  87139. size?: number;
  87140. width?: number;
  87141. height?: number;
  87142. alignHorizontal?: number;
  87143. alignVertical?: number;
  87144. sideOrientation?: number;
  87145. frontUVs?: Vector4;
  87146. backUVs?: Vector4;
  87147. }): VertexData;
  87148. /**
  87149. * Creates the VertexData for an ellipsoid, defaults to a sphere
  87150. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87151. * * segments sets the number of horizontal strips optional, default 32
  87152. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  87153. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  87154. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  87155. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  87156. * * 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
  87157. * * 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
  87158. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87159. * * 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)
  87160. * * 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)
  87161. * @returns the VertexData of the ellipsoid
  87162. */
  87163. static CreateSphere(options: {
  87164. segments?: number;
  87165. diameter?: number;
  87166. diameterX?: number;
  87167. diameterY?: number;
  87168. diameterZ?: number;
  87169. arc?: number;
  87170. slice?: number;
  87171. sideOrientation?: number;
  87172. frontUVs?: Vector4;
  87173. backUVs?: Vector4;
  87174. }): VertexData;
  87175. /**
  87176. * Creates the VertexData for a cylinder, cone or prism
  87177. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87178. * * height sets the height (y direction) of the cylinder, optional, default 2
  87179. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87180. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87181. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87182. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87183. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87184. * * 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
  87185. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87186. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87187. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87188. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87189. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87190. * * 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)
  87191. * * 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)
  87192. * @returns the VertexData of the cylinder, cone or prism
  87193. */
  87194. static CreateCylinder(options: {
  87195. height?: number;
  87196. diameterTop?: number;
  87197. diameterBottom?: number;
  87198. diameter?: number;
  87199. tessellation?: number;
  87200. subdivisions?: number;
  87201. arc?: number;
  87202. faceColors?: Color4[];
  87203. faceUV?: Vector4[];
  87204. hasRings?: boolean;
  87205. enclose?: boolean;
  87206. sideOrientation?: number;
  87207. frontUVs?: Vector4;
  87208. backUVs?: Vector4;
  87209. }): VertexData;
  87210. /**
  87211. * Creates the VertexData for a torus
  87212. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87213. * * diameter the diameter of the torus, optional default 1
  87214. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87215. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87216. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87217. * * 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)
  87218. * * 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)
  87219. * @returns the VertexData of the torus
  87220. */
  87221. static CreateTorus(options: {
  87222. diameter?: number;
  87223. thickness?: number;
  87224. tessellation?: number;
  87225. sideOrientation?: number;
  87226. frontUVs?: Vector4;
  87227. backUVs?: Vector4;
  87228. }): VertexData;
  87229. /**
  87230. * Creates the VertexData of the LineSystem
  87231. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87232. * - lines an array of lines, each line being an array of successive Vector3
  87233. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87234. * @returns the VertexData of the LineSystem
  87235. */
  87236. static CreateLineSystem(options: {
  87237. lines: Vector3[][];
  87238. colors?: Nullable<Color4[][]>;
  87239. }): VertexData;
  87240. /**
  87241. * Create the VertexData for a DashedLines
  87242. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87243. * - points an array successive Vector3
  87244. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87245. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87246. * - dashNb the intended total number of dashes, optional, default 200
  87247. * @returns the VertexData for the DashedLines
  87248. */
  87249. static CreateDashedLines(options: {
  87250. points: Vector3[];
  87251. dashSize?: number;
  87252. gapSize?: number;
  87253. dashNb?: number;
  87254. }): VertexData;
  87255. /**
  87256. * Creates the VertexData for a Ground
  87257. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87258. * - width the width (x direction) of the ground, optional, default 1
  87259. * - height the height (z direction) of the ground, optional, default 1
  87260. * - subdivisions the number of subdivisions per side, optional, default 1
  87261. * @returns the VertexData of the Ground
  87262. */
  87263. static CreateGround(options: {
  87264. width?: number;
  87265. height?: number;
  87266. subdivisions?: number;
  87267. subdivisionsX?: number;
  87268. subdivisionsY?: number;
  87269. }): VertexData;
  87270. /**
  87271. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87272. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87273. * * xmin the ground minimum X coordinate, optional, default -1
  87274. * * zmin the ground minimum Z coordinate, optional, default -1
  87275. * * xmax the ground maximum X coordinate, optional, default 1
  87276. * * zmax the ground maximum Z coordinate, optional, default 1
  87277. * * 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}
  87278. * * 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}
  87279. * @returns the VertexData of the TiledGround
  87280. */
  87281. static CreateTiledGround(options: {
  87282. xmin: number;
  87283. zmin: number;
  87284. xmax: number;
  87285. zmax: number;
  87286. subdivisions?: {
  87287. w: number;
  87288. h: number;
  87289. };
  87290. precision?: {
  87291. w: number;
  87292. h: number;
  87293. };
  87294. }): VertexData;
  87295. /**
  87296. * Creates the VertexData of the Ground designed from a heightmap
  87297. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87298. * * width the width (x direction) of the ground
  87299. * * height the height (z direction) of the ground
  87300. * * subdivisions the number of subdivisions per side
  87301. * * minHeight the minimum altitude on the ground, optional, default 0
  87302. * * maxHeight the maximum altitude on the ground, optional default 1
  87303. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87304. * * buffer the array holding the image color data
  87305. * * bufferWidth the width of image
  87306. * * bufferHeight the height of image
  87307. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87308. * @returns the VertexData of the Ground designed from a heightmap
  87309. */
  87310. static CreateGroundFromHeightMap(options: {
  87311. width: number;
  87312. height: number;
  87313. subdivisions: number;
  87314. minHeight: number;
  87315. maxHeight: number;
  87316. colorFilter: Color3;
  87317. buffer: Uint8Array;
  87318. bufferWidth: number;
  87319. bufferHeight: number;
  87320. alphaFilter: number;
  87321. }): VertexData;
  87322. /**
  87323. * Creates the VertexData for a Plane
  87324. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87325. * * size sets the width and height of the plane to the value of size, optional default 1
  87326. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87327. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87328. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87329. * * 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)
  87330. * * 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)
  87331. * @returns the VertexData of the box
  87332. */
  87333. static CreatePlane(options: {
  87334. size?: number;
  87335. width?: number;
  87336. height?: number;
  87337. sideOrientation?: number;
  87338. frontUVs?: Vector4;
  87339. backUVs?: Vector4;
  87340. }): VertexData;
  87341. /**
  87342. * Creates the VertexData of the Disc or regular Polygon
  87343. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87344. * * radius the radius of the disc, optional default 0.5
  87345. * * tessellation the number of polygon sides, optional, default 64
  87346. * * 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
  87347. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87348. * * 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)
  87349. * * 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)
  87350. * @returns the VertexData of the box
  87351. */
  87352. static CreateDisc(options: {
  87353. radius?: number;
  87354. tessellation?: number;
  87355. arc?: number;
  87356. sideOrientation?: number;
  87357. frontUVs?: Vector4;
  87358. backUVs?: Vector4;
  87359. }): VertexData;
  87360. /**
  87361. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87362. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87363. * @param polygon a mesh built from polygonTriangulation.build()
  87364. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87365. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87366. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87367. * @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)
  87368. * @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)
  87369. * @returns the VertexData of the Polygon
  87370. */
  87371. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87372. /**
  87373. * Creates the VertexData of the IcoSphere
  87374. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87375. * * radius the radius of the IcoSphere, optional default 1
  87376. * * radiusX allows stretching in the x direction, optional, default radius
  87377. * * radiusY allows stretching in the y direction, optional, default radius
  87378. * * radiusZ allows stretching in the z direction, optional, default radius
  87379. * * flat when true creates a flat shaded mesh, optional, default true
  87380. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87381. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87382. * * 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)
  87383. * * 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)
  87384. * @returns the VertexData of the IcoSphere
  87385. */
  87386. static CreateIcoSphere(options: {
  87387. radius?: number;
  87388. radiusX?: number;
  87389. radiusY?: number;
  87390. radiusZ?: number;
  87391. flat?: boolean;
  87392. subdivisions?: number;
  87393. sideOrientation?: number;
  87394. frontUVs?: Vector4;
  87395. backUVs?: Vector4;
  87396. }): VertexData;
  87397. /**
  87398. * Creates the VertexData for a Polyhedron
  87399. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87400. * * type provided types are:
  87401. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87402. * * 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)
  87403. * * size the size of the IcoSphere, optional default 1
  87404. * * sizeX allows stretching in the x direction, optional, default size
  87405. * * sizeY allows stretching in the y direction, optional, default size
  87406. * * sizeZ allows stretching in the z direction, optional, default size
  87407. * * 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
  87408. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87409. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87410. * * flat when true creates a flat shaded mesh, optional, default true
  87411. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87412. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87413. * * 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)
  87414. * * 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)
  87415. * @returns the VertexData of the Polyhedron
  87416. */
  87417. static CreatePolyhedron(options: {
  87418. type?: number;
  87419. size?: number;
  87420. sizeX?: number;
  87421. sizeY?: number;
  87422. sizeZ?: number;
  87423. custom?: any;
  87424. faceUV?: Vector4[];
  87425. faceColors?: Color4[];
  87426. flat?: boolean;
  87427. sideOrientation?: number;
  87428. frontUVs?: Vector4;
  87429. backUVs?: Vector4;
  87430. }): VertexData;
  87431. /**
  87432. * Creates the VertexData for a TorusKnot
  87433. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87434. * * radius the radius of the torus knot, optional, default 2
  87435. * * tube the thickness of the tube, optional, default 0.5
  87436. * * radialSegments the number of sides on each tube segments, optional, default 32
  87437. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87438. * * p the number of windings around the z axis, optional, default 2
  87439. * * q the number of windings around the x axis, optional, default 3
  87440. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87441. * * 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)
  87442. * * 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)
  87443. * @returns the VertexData of the Torus Knot
  87444. */
  87445. static CreateTorusKnot(options: {
  87446. radius?: number;
  87447. tube?: number;
  87448. radialSegments?: number;
  87449. tubularSegments?: number;
  87450. p?: number;
  87451. q?: number;
  87452. sideOrientation?: number;
  87453. frontUVs?: Vector4;
  87454. backUVs?: Vector4;
  87455. }): VertexData;
  87456. /**
  87457. * Compute normals for given positions and indices
  87458. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87459. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87460. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87461. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87462. * * facetNormals : optional array of facet normals (vector3)
  87463. * * facetPositions : optional array of facet positions (vector3)
  87464. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87465. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87466. * * bInfo : optional bounding info, required for facetPartitioning computation
  87467. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87468. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87469. * * useRightHandedSystem: optional boolean to for right handed system computation
  87470. * * depthSort : optional boolean to enable the facet depth sort computation
  87471. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87472. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87473. */
  87474. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87475. facetNormals?: any;
  87476. facetPositions?: any;
  87477. facetPartitioning?: any;
  87478. ratio?: number;
  87479. bInfo?: any;
  87480. bbSize?: Vector3;
  87481. subDiv?: any;
  87482. useRightHandedSystem?: boolean;
  87483. depthSort?: boolean;
  87484. distanceTo?: Vector3;
  87485. depthSortedFacets?: any;
  87486. }): void;
  87487. /** @hidden */
  87488. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87489. /**
  87490. * Applies VertexData created from the imported parameters to the geometry
  87491. * @param parsedVertexData the parsed data from an imported file
  87492. * @param geometry the geometry to apply the VertexData to
  87493. */
  87494. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87495. }
  87496. }
  87497. declare module BABYLON {
  87498. /**
  87499. * Defines a target to use with MorphTargetManager
  87500. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87501. */
  87502. export class MorphTarget implements IAnimatable {
  87503. /** defines the name of the target */
  87504. name: string;
  87505. /**
  87506. * Gets or sets the list of animations
  87507. */
  87508. animations: Animation[];
  87509. private _scene;
  87510. private _positions;
  87511. private _normals;
  87512. private _tangents;
  87513. private _uvs;
  87514. private _influence;
  87515. /**
  87516. * Observable raised when the influence changes
  87517. */
  87518. onInfluenceChanged: Observable<boolean>;
  87519. /** @hidden */
  87520. _onDataLayoutChanged: Observable<void>;
  87521. /**
  87522. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87523. */
  87524. influence: number;
  87525. /**
  87526. * Gets or sets the id of the morph Target
  87527. */
  87528. id: string;
  87529. private _animationPropertiesOverride;
  87530. /**
  87531. * Gets or sets the animation properties override
  87532. */
  87533. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87534. /**
  87535. * Creates a new MorphTarget
  87536. * @param name defines the name of the target
  87537. * @param influence defines the influence to use
  87538. * @param scene defines the scene the morphtarget belongs to
  87539. */
  87540. constructor(
  87541. /** defines the name of the target */
  87542. name: string, influence?: number, scene?: Nullable<Scene>);
  87543. /**
  87544. * Gets a boolean defining if the target contains position data
  87545. */
  87546. readonly hasPositions: boolean;
  87547. /**
  87548. * Gets a boolean defining if the target contains normal data
  87549. */
  87550. readonly hasNormals: boolean;
  87551. /**
  87552. * Gets a boolean defining if the target contains tangent data
  87553. */
  87554. readonly hasTangents: boolean;
  87555. /**
  87556. * Gets a boolean defining if the target contains texture coordinates data
  87557. */
  87558. readonly hasUVs: boolean;
  87559. /**
  87560. * Affects position data to this target
  87561. * @param data defines the position data to use
  87562. */
  87563. setPositions(data: Nullable<FloatArray>): void;
  87564. /**
  87565. * Gets the position data stored in this target
  87566. * @returns a FloatArray containing the position data (or null if not present)
  87567. */
  87568. getPositions(): Nullable<FloatArray>;
  87569. /**
  87570. * Affects normal data to this target
  87571. * @param data defines the normal data to use
  87572. */
  87573. setNormals(data: Nullable<FloatArray>): void;
  87574. /**
  87575. * Gets the normal data stored in this target
  87576. * @returns a FloatArray containing the normal data (or null if not present)
  87577. */
  87578. getNormals(): Nullable<FloatArray>;
  87579. /**
  87580. * Affects tangent data to this target
  87581. * @param data defines the tangent data to use
  87582. */
  87583. setTangents(data: Nullable<FloatArray>): void;
  87584. /**
  87585. * Gets the tangent data stored in this target
  87586. * @returns a FloatArray containing the tangent data (or null if not present)
  87587. */
  87588. getTangents(): Nullable<FloatArray>;
  87589. /**
  87590. * Affects texture coordinates data to this target
  87591. * @param data defines the texture coordinates data to use
  87592. */
  87593. setUVs(data: Nullable<FloatArray>): void;
  87594. /**
  87595. * Gets the texture coordinates data stored in this target
  87596. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87597. */
  87598. getUVs(): Nullable<FloatArray>;
  87599. /**
  87600. * Serializes the current target into a Serialization object
  87601. * @returns the serialized object
  87602. */
  87603. serialize(): any;
  87604. /**
  87605. * Returns the string "MorphTarget"
  87606. * @returns "MorphTarget"
  87607. */
  87608. getClassName(): string;
  87609. /**
  87610. * Creates a new target from serialized data
  87611. * @param serializationObject defines the serialized data to use
  87612. * @returns a new MorphTarget
  87613. */
  87614. static Parse(serializationObject: any): MorphTarget;
  87615. /**
  87616. * Creates a MorphTarget from mesh data
  87617. * @param mesh defines the source mesh
  87618. * @param name defines the name to use for the new target
  87619. * @param influence defines the influence to attach to the target
  87620. * @returns a new MorphTarget
  87621. */
  87622. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87623. }
  87624. }
  87625. declare module BABYLON {
  87626. /**
  87627. * This class is used to deform meshes using morphing between different targets
  87628. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87629. */
  87630. export class MorphTargetManager {
  87631. private _targets;
  87632. private _targetInfluenceChangedObservers;
  87633. private _targetDataLayoutChangedObservers;
  87634. private _activeTargets;
  87635. private _scene;
  87636. private _influences;
  87637. private _supportsNormals;
  87638. private _supportsTangents;
  87639. private _supportsUVs;
  87640. private _vertexCount;
  87641. private _uniqueId;
  87642. private _tempInfluences;
  87643. /**
  87644. * Gets or sets a boolean indicating if normals must be morphed
  87645. */
  87646. enableNormalMorphing: boolean;
  87647. /**
  87648. * Gets or sets a boolean indicating if tangents must be morphed
  87649. */
  87650. enableTangentMorphing: boolean;
  87651. /**
  87652. * Gets or sets a boolean indicating if UV must be morphed
  87653. */
  87654. enableUVMorphing: boolean;
  87655. /**
  87656. * Creates a new MorphTargetManager
  87657. * @param scene defines the current scene
  87658. */
  87659. constructor(scene?: Nullable<Scene>);
  87660. /**
  87661. * Gets the unique ID of this manager
  87662. */
  87663. readonly uniqueId: number;
  87664. /**
  87665. * Gets the number of vertices handled by this manager
  87666. */
  87667. readonly vertexCount: number;
  87668. /**
  87669. * Gets a boolean indicating if this manager supports morphing of normals
  87670. */
  87671. readonly supportsNormals: boolean;
  87672. /**
  87673. * Gets a boolean indicating if this manager supports morphing of tangents
  87674. */
  87675. readonly supportsTangents: boolean;
  87676. /**
  87677. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87678. */
  87679. readonly supportsUVs: boolean;
  87680. /**
  87681. * Gets the number of targets stored in this manager
  87682. */
  87683. readonly numTargets: number;
  87684. /**
  87685. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87686. */
  87687. readonly numInfluencers: number;
  87688. /**
  87689. * Gets the list of influences (one per target)
  87690. */
  87691. readonly influences: Float32Array;
  87692. /**
  87693. * Gets the active target at specified index. An active target is a target with an influence > 0
  87694. * @param index defines the index to check
  87695. * @returns the requested target
  87696. */
  87697. getActiveTarget(index: number): MorphTarget;
  87698. /**
  87699. * Gets the target at specified index
  87700. * @param index defines the index to check
  87701. * @returns the requested target
  87702. */
  87703. getTarget(index: number): MorphTarget;
  87704. /**
  87705. * Add a new target to this manager
  87706. * @param target defines the target to add
  87707. */
  87708. addTarget(target: MorphTarget): void;
  87709. /**
  87710. * Removes a target from the manager
  87711. * @param target defines the target to remove
  87712. */
  87713. removeTarget(target: MorphTarget): void;
  87714. /**
  87715. * Serializes the current manager into a Serialization object
  87716. * @returns the serialized object
  87717. */
  87718. serialize(): any;
  87719. private _syncActiveTargets;
  87720. /**
  87721. * Syncrhonize the targets with all the meshes using this morph target manager
  87722. */
  87723. synchronize(): void;
  87724. /**
  87725. * Creates a new MorphTargetManager from serialized data
  87726. * @param serializationObject defines the serialized data
  87727. * @param scene defines the hosting scene
  87728. * @returns the new MorphTargetManager
  87729. */
  87730. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87731. }
  87732. }
  87733. declare module BABYLON {
  87734. /**
  87735. * Class used to represent a specific level of detail of a mesh
  87736. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87737. */
  87738. export class MeshLODLevel {
  87739. /** Defines the distance where this level should start being displayed */
  87740. distance: number;
  87741. /** Defines the mesh to use to render this level */
  87742. mesh: Nullable<Mesh>;
  87743. /**
  87744. * Creates a new LOD level
  87745. * @param distance defines the distance where this level should star being displayed
  87746. * @param mesh defines the mesh to use to render this level
  87747. */
  87748. constructor(
  87749. /** Defines the distance where this level should start being displayed */
  87750. distance: number,
  87751. /** Defines the mesh to use to render this level */
  87752. mesh: Nullable<Mesh>);
  87753. }
  87754. }
  87755. declare module BABYLON {
  87756. /**
  87757. * Mesh representing the gorund
  87758. */
  87759. export class GroundMesh extends Mesh {
  87760. /** If octree should be generated */
  87761. generateOctree: boolean;
  87762. private _heightQuads;
  87763. /** @hidden */
  87764. _subdivisionsX: number;
  87765. /** @hidden */
  87766. _subdivisionsY: number;
  87767. /** @hidden */
  87768. _width: number;
  87769. /** @hidden */
  87770. _height: number;
  87771. /** @hidden */
  87772. _minX: number;
  87773. /** @hidden */
  87774. _maxX: number;
  87775. /** @hidden */
  87776. _minZ: number;
  87777. /** @hidden */
  87778. _maxZ: number;
  87779. constructor(name: string, scene: Scene);
  87780. /**
  87781. * "GroundMesh"
  87782. * @returns "GroundMesh"
  87783. */
  87784. getClassName(): string;
  87785. /**
  87786. * The minimum of x and y subdivisions
  87787. */
  87788. readonly subdivisions: number;
  87789. /**
  87790. * X subdivisions
  87791. */
  87792. readonly subdivisionsX: number;
  87793. /**
  87794. * Y subdivisions
  87795. */
  87796. readonly subdivisionsY: number;
  87797. /**
  87798. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87799. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87800. * @param chunksCount the number of subdivisions for x and y
  87801. * @param octreeBlocksSize (Default: 32)
  87802. */
  87803. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87804. /**
  87805. * Returns a height (y) value in the Worl system :
  87806. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87807. * @param x x coordinate
  87808. * @param z z coordinate
  87809. * @returns the ground y position if (x, z) are outside the ground surface.
  87810. */
  87811. getHeightAtCoordinates(x: number, z: number): number;
  87812. /**
  87813. * Returns a normalized vector (Vector3) orthogonal to the ground
  87814. * at the ground coordinates (x, z) expressed in the World system.
  87815. * @param x x coordinate
  87816. * @param z z coordinate
  87817. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87818. */
  87819. getNormalAtCoordinates(x: number, z: number): Vector3;
  87820. /**
  87821. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87822. * at the ground coordinates (x, z) expressed in the World system.
  87823. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87824. * @param x x coordinate
  87825. * @param z z coordinate
  87826. * @param ref vector to store the result
  87827. * @returns the GroundMesh.
  87828. */
  87829. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87830. /**
  87831. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87832. * if the ground has been updated.
  87833. * This can be used in the render loop.
  87834. * @returns the GroundMesh.
  87835. */
  87836. updateCoordinateHeights(): GroundMesh;
  87837. private _getFacetAt;
  87838. private _initHeightQuads;
  87839. private _computeHeightQuads;
  87840. /**
  87841. * Serializes this ground mesh
  87842. * @param serializationObject object to write serialization to
  87843. */
  87844. serialize(serializationObject: any): void;
  87845. /**
  87846. * Parses a serialized ground mesh
  87847. * @param parsedMesh the serialized mesh
  87848. * @param scene the scene to create the ground mesh in
  87849. * @returns the created ground mesh
  87850. */
  87851. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87852. }
  87853. }
  87854. declare module BABYLON {
  87855. /**
  87856. * Interface for Physics-Joint data
  87857. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87858. */
  87859. export interface PhysicsJointData {
  87860. /**
  87861. * The main pivot of the joint
  87862. */
  87863. mainPivot?: Vector3;
  87864. /**
  87865. * The connected pivot of the joint
  87866. */
  87867. connectedPivot?: Vector3;
  87868. /**
  87869. * The main axis of the joint
  87870. */
  87871. mainAxis?: Vector3;
  87872. /**
  87873. * The connected axis of the joint
  87874. */
  87875. connectedAxis?: Vector3;
  87876. /**
  87877. * The collision of the joint
  87878. */
  87879. collision?: boolean;
  87880. /**
  87881. * Native Oimo/Cannon/Energy data
  87882. */
  87883. nativeParams?: any;
  87884. }
  87885. /**
  87886. * This is a holder class for the physics joint created by the physics plugin
  87887. * It holds a set of functions to control the underlying joint
  87888. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87889. */
  87890. export class PhysicsJoint {
  87891. /**
  87892. * The type of the physics joint
  87893. */
  87894. type: number;
  87895. /**
  87896. * The data for the physics joint
  87897. */
  87898. jointData: PhysicsJointData;
  87899. private _physicsJoint;
  87900. protected _physicsPlugin: IPhysicsEnginePlugin;
  87901. /**
  87902. * Initializes the physics joint
  87903. * @param type The type of the physics joint
  87904. * @param jointData The data for the physics joint
  87905. */
  87906. constructor(
  87907. /**
  87908. * The type of the physics joint
  87909. */
  87910. type: number,
  87911. /**
  87912. * The data for the physics joint
  87913. */
  87914. jointData: PhysicsJointData);
  87915. /**
  87916. * Gets the physics joint
  87917. */
  87918. /**
  87919. * Sets the physics joint
  87920. */
  87921. physicsJoint: any;
  87922. /**
  87923. * Sets the physics plugin
  87924. */
  87925. physicsPlugin: IPhysicsEnginePlugin;
  87926. /**
  87927. * Execute a function that is physics-plugin specific.
  87928. * @param {Function} func the function that will be executed.
  87929. * It accepts two parameters: the physics world and the physics joint
  87930. */
  87931. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87932. /**
  87933. * Distance-Joint type
  87934. */
  87935. static DistanceJoint: number;
  87936. /**
  87937. * Hinge-Joint type
  87938. */
  87939. static HingeJoint: number;
  87940. /**
  87941. * Ball-and-Socket joint type
  87942. */
  87943. static BallAndSocketJoint: number;
  87944. /**
  87945. * Wheel-Joint type
  87946. */
  87947. static WheelJoint: number;
  87948. /**
  87949. * Slider-Joint type
  87950. */
  87951. static SliderJoint: number;
  87952. /**
  87953. * Prismatic-Joint type
  87954. */
  87955. static PrismaticJoint: number;
  87956. /**
  87957. * Universal-Joint type
  87958. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87959. */
  87960. static UniversalJoint: number;
  87961. /**
  87962. * Hinge-Joint 2 type
  87963. */
  87964. static Hinge2Joint: number;
  87965. /**
  87966. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87967. */
  87968. static PointToPointJoint: number;
  87969. /**
  87970. * Spring-Joint type
  87971. */
  87972. static SpringJoint: number;
  87973. /**
  87974. * Lock-Joint type
  87975. */
  87976. static LockJoint: number;
  87977. }
  87978. /**
  87979. * A class representing a physics distance joint
  87980. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87981. */
  87982. export class DistanceJoint extends PhysicsJoint {
  87983. /**
  87984. *
  87985. * @param jointData The data for the Distance-Joint
  87986. */
  87987. constructor(jointData: DistanceJointData);
  87988. /**
  87989. * Update the predefined distance.
  87990. * @param maxDistance The maximum preferred distance
  87991. * @param minDistance The minimum preferred distance
  87992. */
  87993. updateDistance(maxDistance: number, minDistance?: number): void;
  87994. }
  87995. /**
  87996. * Represents a Motor-Enabled Joint
  87997. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87998. */
  87999. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  88000. /**
  88001. * Initializes the Motor-Enabled Joint
  88002. * @param type The type of the joint
  88003. * @param jointData The physica joint data for the joint
  88004. */
  88005. constructor(type: number, jointData: PhysicsJointData);
  88006. /**
  88007. * Set the motor values.
  88008. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88009. * @param force the force to apply
  88010. * @param maxForce max force for this motor.
  88011. */
  88012. setMotor(force?: number, maxForce?: number): void;
  88013. /**
  88014. * Set the motor's limits.
  88015. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88016. * @param upperLimit The upper limit of the motor
  88017. * @param lowerLimit The lower limit of the motor
  88018. */
  88019. setLimit(upperLimit: number, lowerLimit?: number): void;
  88020. }
  88021. /**
  88022. * This class represents a single physics Hinge-Joint
  88023. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88024. */
  88025. export class HingeJoint extends MotorEnabledJoint {
  88026. /**
  88027. * Initializes the Hinge-Joint
  88028. * @param jointData The joint data for the Hinge-Joint
  88029. */
  88030. constructor(jointData: PhysicsJointData);
  88031. /**
  88032. * Set the motor values.
  88033. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88034. * @param {number} force the force to apply
  88035. * @param {number} maxForce max force for this motor.
  88036. */
  88037. setMotor(force?: number, maxForce?: number): void;
  88038. /**
  88039. * Set the motor's limits.
  88040. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88041. * @param upperLimit The upper limit of the motor
  88042. * @param lowerLimit The lower limit of the motor
  88043. */
  88044. setLimit(upperLimit: number, lowerLimit?: number): void;
  88045. }
  88046. /**
  88047. * This class represents a dual hinge physics joint (same as wheel joint)
  88048. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88049. */
  88050. export class Hinge2Joint extends MotorEnabledJoint {
  88051. /**
  88052. * Initializes the Hinge2-Joint
  88053. * @param jointData The joint data for the Hinge2-Joint
  88054. */
  88055. constructor(jointData: PhysicsJointData);
  88056. /**
  88057. * Set the motor values.
  88058. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88059. * @param {number} targetSpeed the speed the motor is to reach
  88060. * @param {number} maxForce max force for this motor.
  88061. * @param {motorIndex} the motor's index, 0 or 1.
  88062. */
  88063. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  88064. /**
  88065. * Set the motor limits.
  88066. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88067. * @param {number} upperLimit the upper limit
  88068. * @param {number} lowerLimit lower limit
  88069. * @param {motorIndex} the motor's index, 0 or 1.
  88070. */
  88071. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88072. }
  88073. /**
  88074. * Interface for a motor enabled joint
  88075. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88076. */
  88077. export interface IMotorEnabledJoint {
  88078. /**
  88079. * Physics joint
  88080. */
  88081. physicsJoint: any;
  88082. /**
  88083. * Sets the motor of the motor-enabled joint
  88084. * @param force The force of the motor
  88085. * @param maxForce The maximum force of the motor
  88086. * @param motorIndex The index of the motor
  88087. */
  88088. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  88089. /**
  88090. * Sets the limit of the motor
  88091. * @param upperLimit The upper limit of the motor
  88092. * @param lowerLimit The lower limit of the motor
  88093. * @param motorIndex The index of the motor
  88094. */
  88095. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88096. }
  88097. /**
  88098. * Joint data for a Distance-Joint
  88099. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88100. */
  88101. export interface DistanceJointData extends PhysicsJointData {
  88102. /**
  88103. * Max distance the 2 joint objects can be apart
  88104. */
  88105. maxDistance: number;
  88106. }
  88107. /**
  88108. * Joint data from a spring joint
  88109. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88110. */
  88111. export interface SpringJointData extends PhysicsJointData {
  88112. /**
  88113. * Length of the spring
  88114. */
  88115. length: number;
  88116. /**
  88117. * Stiffness of the spring
  88118. */
  88119. stiffness: number;
  88120. /**
  88121. * Damping of the spring
  88122. */
  88123. damping: number;
  88124. /** this callback will be called when applying the force to the impostors. */
  88125. forceApplicationCallback: () => void;
  88126. }
  88127. }
  88128. declare module BABYLON {
  88129. /**
  88130. * Holds the data for the raycast result
  88131. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88132. */
  88133. export class PhysicsRaycastResult {
  88134. private _hasHit;
  88135. private _hitDistance;
  88136. private _hitNormalWorld;
  88137. private _hitPointWorld;
  88138. private _rayFromWorld;
  88139. private _rayToWorld;
  88140. /**
  88141. * Gets if there was a hit
  88142. */
  88143. readonly hasHit: boolean;
  88144. /**
  88145. * Gets the distance from the hit
  88146. */
  88147. readonly hitDistance: number;
  88148. /**
  88149. * Gets the hit normal/direction in the world
  88150. */
  88151. readonly hitNormalWorld: Vector3;
  88152. /**
  88153. * Gets the hit point in the world
  88154. */
  88155. readonly hitPointWorld: Vector3;
  88156. /**
  88157. * Gets the ray "start point" of the ray in the world
  88158. */
  88159. readonly rayFromWorld: Vector3;
  88160. /**
  88161. * Gets the ray "end point" of the ray in the world
  88162. */
  88163. readonly rayToWorld: Vector3;
  88164. /**
  88165. * Sets the hit data (normal & point in world space)
  88166. * @param hitNormalWorld defines the normal in world space
  88167. * @param hitPointWorld defines the point in world space
  88168. */
  88169. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  88170. /**
  88171. * Sets the distance from the start point to the hit point
  88172. * @param distance
  88173. */
  88174. setHitDistance(distance: number): void;
  88175. /**
  88176. * Calculates the distance manually
  88177. */
  88178. calculateHitDistance(): void;
  88179. /**
  88180. * Resets all the values to default
  88181. * @param from The from point on world space
  88182. * @param to The to point on world space
  88183. */
  88184. reset(from?: Vector3, to?: Vector3): void;
  88185. }
  88186. /**
  88187. * Interface for the size containing width and height
  88188. */
  88189. interface IXYZ {
  88190. /**
  88191. * X
  88192. */
  88193. x: number;
  88194. /**
  88195. * Y
  88196. */
  88197. y: number;
  88198. /**
  88199. * Z
  88200. */
  88201. z: number;
  88202. }
  88203. }
  88204. declare module BABYLON {
  88205. /**
  88206. * Interface used to describe a physics joint
  88207. */
  88208. export interface PhysicsImpostorJoint {
  88209. /** Defines the main impostor to which the joint is linked */
  88210. mainImpostor: PhysicsImpostor;
  88211. /** Defines the impostor that is connected to the main impostor using this joint */
  88212. connectedImpostor: PhysicsImpostor;
  88213. /** Defines the joint itself */
  88214. joint: PhysicsJoint;
  88215. }
  88216. /** @hidden */
  88217. export interface IPhysicsEnginePlugin {
  88218. world: any;
  88219. name: string;
  88220. setGravity(gravity: Vector3): void;
  88221. setTimeStep(timeStep: number): void;
  88222. getTimeStep(): number;
  88223. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88224. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88225. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88226. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88227. removePhysicsBody(impostor: PhysicsImpostor): void;
  88228. generateJoint(joint: PhysicsImpostorJoint): void;
  88229. removeJoint(joint: PhysicsImpostorJoint): void;
  88230. isSupported(): boolean;
  88231. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88232. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88233. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88234. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88235. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88236. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88237. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88238. getBodyMass(impostor: PhysicsImpostor): number;
  88239. getBodyFriction(impostor: PhysicsImpostor): number;
  88240. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88241. getBodyRestitution(impostor: PhysicsImpostor): number;
  88242. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88243. getBodyPressure?(impostor: PhysicsImpostor): number;
  88244. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88245. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88246. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88247. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88248. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88249. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88250. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88251. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88252. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88253. sleepBody(impostor: PhysicsImpostor): void;
  88254. wakeUpBody(impostor: PhysicsImpostor): void;
  88255. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88256. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88257. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88258. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88259. getRadius(impostor: PhysicsImpostor): number;
  88260. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88261. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88262. dispose(): void;
  88263. }
  88264. /**
  88265. * Interface used to define a physics engine
  88266. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88267. */
  88268. export interface IPhysicsEngine {
  88269. /**
  88270. * Gets the gravity vector used by the simulation
  88271. */
  88272. gravity: Vector3;
  88273. /**
  88274. * Sets the gravity vector used by the simulation
  88275. * @param gravity defines the gravity vector to use
  88276. */
  88277. setGravity(gravity: Vector3): void;
  88278. /**
  88279. * Set the time step of the physics engine.
  88280. * Default is 1/60.
  88281. * To slow it down, enter 1/600 for example.
  88282. * To speed it up, 1/30
  88283. * @param newTimeStep the new timestep to apply to this world.
  88284. */
  88285. setTimeStep(newTimeStep: number): void;
  88286. /**
  88287. * Get the time step of the physics engine.
  88288. * @returns the current time step
  88289. */
  88290. getTimeStep(): number;
  88291. /**
  88292. * Release all resources
  88293. */
  88294. dispose(): void;
  88295. /**
  88296. * Gets the name of the current physics plugin
  88297. * @returns the name of the plugin
  88298. */
  88299. getPhysicsPluginName(): string;
  88300. /**
  88301. * Adding a new impostor for the impostor tracking.
  88302. * This will be done by the impostor itself.
  88303. * @param impostor the impostor to add
  88304. */
  88305. addImpostor(impostor: PhysicsImpostor): void;
  88306. /**
  88307. * Remove an impostor from the engine.
  88308. * This impostor and its mesh will not longer be updated by the physics engine.
  88309. * @param impostor the impostor to remove
  88310. */
  88311. removeImpostor(impostor: PhysicsImpostor): void;
  88312. /**
  88313. * Add a joint to the physics engine
  88314. * @param mainImpostor defines the main impostor to which the joint is added.
  88315. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88316. * @param joint defines the joint that will connect both impostors.
  88317. */
  88318. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88319. /**
  88320. * Removes a joint from the simulation
  88321. * @param mainImpostor defines the impostor used with the joint
  88322. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88323. * @param joint defines the joint to remove
  88324. */
  88325. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88326. /**
  88327. * Gets the current plugin used to run the simulation
  88328. * @returns current plugin
  88329. */
  88330. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88331. /**
  88332. * Gets the list of physic impostors
  88333. * @returns an array of PhysicsImpostor
  88334. */
  88335. getImpostors(): Array<PhysicsImpostor>;
  88336. /**
  88337. * Gets the impostor for a physics enabled object
  88338. * @param object defines the object impersonated by the impostor
  88339. * @returns the PhysicsImpostor or null if not found
  88340. */
  88341. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88342. /**
  88343. * Gets the impostor for a physics body object
  88344. * @param body defines physics body used by the impostor
  88345. * @returns the PhysicsImpostor or null if not found
  88346. */
  88347. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88348. /**
  88349. * Does a raycast in the physics world
  88350. * @param from when should the ray start?
  88351. * @param to when should the ray end?
  88352. * @returns PhysicsRaycastResult
  88353. */
  88354. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88355. /**
  88356. * Called by the scene. No need to call it.
  88357. * @param delta defines the timespam between frames
  88358. */
  88359. _step(delta: number): void;
  88360. }
  88361. }
  88362. declare module BABYLON {
  88363. /**
  88364. * The interface for the physics imposter parameters
  88365. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88366. */
  88367. export interface PhysicsImpostorParameters {
  88368. /**
  88369. * The mass of the physics imposter
  88370. */
  88371. mass: number;
  88372. /**
  88373. * The friction of the physics imposter
  88374. */
  88375. friction?: number;
  88376. /**
  88377. * The coefficient of restitution of the physics imposter
  88378. */
  88379. restitution?: number;
  88380. /**
  88381. * The native options of the physics imposter
  88382. */
  88383. nativeOptions?: any;
  88384. /**
  88385. * Specifies if the parent should be ignored
  88386. */
  88387. ignoreParent?: boolean;
  88388. /**
  88389. * Specifies if bi-directional transformations should be disabled
  88390. */
  88391. disableBidirectionalTransformation?: boolean;
  88392. /**
  88393. * The pressure inside the physics imposter, soft object only
  88394. */
  88395. pressure?: number;
  88396. /**
  88397. * The stiffness the physics imposter, soft object only
  88398. */
  88399. stiffness?: number;
  88400. /**
  88401. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88402. */
  88403. velocityIterations?: number;
  88404. /**
  88405. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88406. */
  88407. positionIterations?: number;
  88408. /**
  88409. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88410. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88411. * Add to fix multiple points
  88412. */
  88413. fixedPoints?: number;
  88414. /**
  88415. * The collision margin around a soft object
  88416. */
  88417. margin?: number;
  88418. /**
  88419. * The collision margin around a soft object
  88420. */
  88421. damping?: number;
  88422. /**
  88423. * The path for a rope based on an extrusion
  88424. */
  88425. path?: any;
  88426. /**
  88427. * The shape of an extrusion used for a rope based on an extrusion
  88428. */
  88429. shape?: any;
  88430. }
  88431. /**
  88432. * Interface for a physics-enabled object
  88433. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88434. */
  88435. export interface IPhysicsEnabledObject {
  88436. /**
  88437. * The position of the physics-enabled object
  88438. */
  88439. position: Vector3;
  88440. /**
  88441. * The rotation of the physics-enabled object
  88442. */
  88443. rotationQuaternion: Nullable<Quaternion>;
  88444. /**
  88445. * The scale of the physics-enabled object
  88446. */
  88447. scaling: Vector3;
  88448. /**
  88449. * The rotation of the physics-enabled object
  88450. */
  88451. rotation?: Vector3;
  88452. /**
  88453. * The parent of the physics-enabled object
  88454. */
  88455. parent?: any;
  88456. /**
  88457. * The bounding info of the physics-enabled object
  88458. * @returns The bounding info of the physics-enabled object
  88459. */
  88460. getBoundingInfo(): BoundingInfo;
  88461. /**
  88462. * Computes the world matrix
  88463. * @param force Specifies if the world matrix should be computed by force
  88464. * @returns A world matrix
  88465. */
  88466. computeWorldMatrix(force: boolean): Matrix;
  88467. /**
  88468. * Gets the world matrix
  88469. * @returns A world matrix
  88470. */
  88471. getWorldMatrix?(): Matrix;
  88472. /**
  88473. * Gets the child meshes
  88474. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88475. * @returns An array of abstract meshes
  88476. */
  88477. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88478. /**
  88479. * Gets the vertex data
  88480. * @param kind The type of vertex data
  88481. * @returns A nullable array of numbers, or a float32 array
  88482. */
  88483. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88484. /**
  88485. * Gets the indices from the mesh
  88486. * @returns A nullable array of index arrays
  88487. */
  88488. getIndices?(): Nullable<IndicesArray>;
  88489. /**
  88490. * Gets the scene from the mesh
  88491. * @returns the indices array or null
  88492. */
  88493. getScene?(): Scene;
  88494. /**
  88495. * Gets the absolute position from the mesh
  88496. * @returns the absolute position
  88497. */
  88498. getAbsolutePosition(): Vector3;
  88499. /**
  88500. * Gets the absolute pivot point from the mesh
  88501. * @returns the absolute pivot point
  88502. */
  88503. getAbsolutePivotPoint(): Vector3;
  88504. /**
  88505. * Rotates the mesh
  88506. * @param axis The axis of rotation
  88507. * @param amount The amount of rotation
  88508. * @param space The space of the rotation
  88509. * @returns The rotation transform node
  88510. */
  88511. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88512. /**
  88513. * Translates the mesh
  88514. * @param axis The axis of translation
  88515. * @param distance The distance of translation
  88516. * @param space The space of the translation
  88517. * @returns The transform node
  88518. */
  88519. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88520. /**
  88521. * Sets the absolute position of the mesh
  88522. * @param absolutePosition The absolute position of the mesh
  88523. * @returns The transform node
  88524. */
  88525. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88526. /**
  88527. * Gets the class name of the mesh
  88528. * @returns The class name
  88529. */
  88530. getClassName(): string;
  88531. }
  88532. /**
  88533. * Represents a physics imposter
  88534. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88535. */
  88536. export class PhysicsImpostor {
  88537. /**
  88538. * The physics-enabled object used as the physics imposter
  88539. */
  88540. object: IPhysicsEnabledObject;
  88541. /**
  88542. * The type of the physics imposter
  88543. */
  88544. type: number;
  88545. private _options;
  88546. private _scene?;
  88547. /**
  88548. * The default object size of the imposter
  88549. */
  88550. static DEFAULT_OBJECT_SIZE: Vector3;
  88551. /**
  88552. * The identity quaternion of the imposter
  88553. */
  88554. static IDENTITY_QUATERNION: Quaternion;
  88555. /** @hidden */
  88556. _pluginData: any;
  88557. private _physicsEngine;
  88558. private _physicsBody;
  88559. private _bodyUpdateRequired;
  88560. private _onBeforePhysicsStepCallbacks;
  88561. private _onAfterPhysicsStepCallbacks;
  88562. /** @hidden */
  88563. _onPhysicsCollideCallbacks: Array<{
  88564. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88565. otherImpostors: Array<PhysicsImpostor>;
  88566. }>;
  88567. private _deltaPosition;
  88568. private _deltaRotation;
  88569. private _deltaRotationConjugated;
  88570. /** @hidden */
  88571. _isFromLine: boolean;
  88572. private _parent;
  88573. private _isDisposed;
  88574. private static _tmpVecs;
  88575. private static _tmpQuat;
  88576. /**
  88577. * Specifies if the physics imposter is disposed
  88578. */
  88579. readonly isDisposed: boolean;
  88580. /**
  88581. * Gets the mass of the physics imposter
  88582. */
  88583. mass: number;
  88584. /**
  88585. * Gets the coefficient of friction
  88586. */
  88587. /**
  88588. * Sets the coefficient of friction
  88589. */
  88590. friction: number;
  88591. /**
  88592. * Gets the coefficient of restitution
  88593. */
  88594. /**
  88595. * Sets the coefficient of restitution
  88596. */
  88597. restitution: number;
  88598. /**
  88599. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88600. */
  88601. /**
  88602. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88603. */
  88604. pressure: number;
  88605. /**
  88606. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88607. */
  88608. /**
  88609. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88610. */
  88611. stiffness: number;
  88612. /**
  88613. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88614. */
  88615. /**
  88616. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88617. */
  88618. velocityIterations: number;
  88619. /**
  88620. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88621. */
  88622. /**
  88623. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88624. */
  88625. positionIterations: number;
  88626. /**
  88627. * The unique id of the physics imposter
  88628. * set by the physics engine when adding this impostor to the array
  88629. */
  88630. uniqueId: number;
  88631. /**
  88632. * @hidden
  88633. */
  88634. soft: boolean;
  88635. /**
  88636. * @hidden
  88637. */
  88638. segments: number;
  88639. private _joints;
  88640. /**
  88641. * Initializes the physics imposter
  88642. * @param object The physics-enabled object used as the physics imposter
  88643. * @param type The type of the physics imposter
  88644. * @param _options The options for the physics imposter
  88645. * @param _scene The Babylon scene
  88646. */
  88647. constructor(
  88648. /**
  88649. * The physics-enabled object used as the physics imposter
  88650. */
  88651. object: IPhysicsEnabledObject,
  88652. /**
  88653. * The type of the physics imposter
  88654. */
  88655. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88656. /**
  88657. * This function will completly initialize this impostor.
  88658. * It will create a new body - but only if this mesh has no parent.
  88659. * If it has, this impostor will not be used other than to define the impostor
  88660. * of the child mesh.
  88661. * @hidden
  88662. */
  88663. _init(): void;
  88664. private _getPhysicsParent;
  88665. /**
  88666. * Should a new body be generated.
  88667. * @returns boolean specifying if body initialization is required
  88668. */
  88669. isBodyInitRequired(): boolean;
  88670. /**
  88671. * Sets the updated scaling
  88672. * @param updated Specifies if the scaling is updated
  88673. */
  88674. setScalingUpdated(): void;
  88675. /**
  88676. * Force a regeneration of this or the parent's impostor's body.
  88677. * Use under cautious - This will remove all joints already implemented.
  88678. */
  88679. forceUpdate(): void;
  88680. /**
  88681. * Gets the body that holds this impostor. Either its own, or its parent.
  88682. */
  88683. /**
  88684. * Set the physics body. Used mainly by the physics engine/plugin
  88685. */
  88686. physicsBody: any;
  88687. /**
  88688. * Get the parent of the physics imposter
  88689. * @returns Physics imposter or null
  88690. */
  88691. /**
  88692. * Sets the parent of the physics imposter
  88693. */
  88694. parent: Nullable<PhysicsImpostor>;
  88695. /**
  88696. * Resets the update flags
  88697. */
  88698. resetUpdateFlags(): void;
  88699. /**
  88700. * Gets the object extend size
  88701. * @returns the object extend size
  88702. */
  88703. getObjectExtendSize(): Vector3;
  88704. /**
  88705. * Gets the object center
  88706. * @returns The object center
  88707. */
  88708. getObjectCenter(): Vector3;
  88709. /**
  88710. * Get a specific parametes from the options parameter
  88711. * @param paramName The object parameter name
  88712. * @returns The object parameter
  88713. */
  88714. getParam(paramName: string): any;
  88715. /**
  88716. * Sets a specific parameter in the options given to the physics plugin
  88717. * @param paramName The parameter name
  88718. * @param value The value of the parameter
  88719. */
  88720. setParam(paramName: string, value: number): void;
  88721. /**
  88722. * Specifically change the body's mass option. Won't recreate the physics body object
  88723. * @param mass The mass of the physics imposter
  88724. */
  88725. setMass(mass: number): void;
  88726. /**
  88727. * Gets the linear velocity
  88728. * @returns linear velocity or null
  88729. */
  88730. getLinearVelocity(): Nullable<Vector3>;
  88731. /**
  88732. * Sets the linear velocity
  88733. * @param velocity linear velocity or null
  88734. */
  88735. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88736. /**
  88737. * Gets the angular velocity
  88738. * @returns angular velocity or null
  88739. */
  88740. getAngularVelocity(): Nullable<Vector3>;
  88741. /**
  88742. * Sets the angular velocity
  88743. * @param velocity The velocity or null
  88744. */
  88745. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88746. /**
  88747. * Execute a function with the physics plugin native code
  88748. * Provide a function the will have two variables - the world object and the physics body object
  88749. * @param func The function to execute with the physics plugin native code
  88750. */
  88751. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88752. /**
  88753. * Register a function that will be executed before the physics world is stepping forward
  88754. * @param func The function to execute before the physics world is stepped forward
  88755. */
  88756. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88757. /**
  88758. * Unregister a function that will be executed before the physics world is stepping forward
  88759. * @param func The function to execute before the physics world is stepped forward
  88760. */
  88761. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88762. /**
  88763. * Register a function that will be executed after the physics step
  88764. * @param func The function to execute after physics step
  88765. */
  88766. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88767. /**
  88768. * Unregisters a function that will be executed after the physics step
  88769. * @param func The function to execute after physics step
  88770. */
  88771. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88772. /**
  88773. * register a function that will be executed when this impostor collides against a different body
  88774. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88775. * @param func Callback that is executed on collision
  88776. */
  88777. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88778. /**
  88779. * Unregisters the physics imposter on contact
  88780. * @param collideAgainst The physics object to collide against
  88781. * @param func Callback to execute on collision
  88782. */
  88783. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88784. private _tmpQuat;
  88785. private _tmpQuat2;
  88786. /**
  88787. * Get the parent rotation
  88788. * @returns The parent rotation
  88789. */
  88790. getParentsRotation(): Quaternion;
  88791. /**
  88792. * this function is executed by the physics engine.
  88793. */
  88794. beforeStep: () => void;
  88795. /**
  88796. * this function is executed by the physics engine
  88797. */
  88798. afterStep: () => void;
  88799. /**
  88800. * Legacy collision detection event support
  88801. */
  88802. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88803. /**
  88804. * event and body object due to cannon's event-based architecture.
  88805. */
  88806. onCollide: (e: {
  88807. body: any;
  88808. }) => void;
  88809. /**
  88810. * Apply a force
  88811. * @param force The force to apply
  88812. * @param contactPoint The contact point for the force
  88813. * @returns The physics imposter
  88814. */
  88815. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88816. /**
  88817. * Apply an impulse
  88818. * @param force The impulse force
  88819. * @param contactPoint The contact point for the impulse force
  88820. * @returns The physics imposter
  88821. */
  88822. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88823. /**
  88824. * A help function to create a joint
  88825. * @param otherImpostor A physics imposter used to create a joint
  88826. * @param jointType The type of joint
  88827. * @param jointData The data for the joint
  88828. * @returns The physics imposter
  88829. */
  88830. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88831. /**
  88832. * Add a joint to this impostor with a different impostor
  88833. * @param otherImpostor A physics imposter used to add a joint
  88834. * @param joint The joint to add
  88835. * @returns The physics imposter
  88836. */
  88837. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88838. /**
  88839. * Add an anchor to a cloth impostor
  88840. * @param otherImpostor rigid impostor to anchor to
  88841. * @param width ratio across width from 0 to 1
  88842. * @param height ratio up height from 0 to 1
  88843. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88844. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88845. * @returns impostor the soft imposter
  88846. */
  88847. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88848. /**
  88849. * Add a hook to a rope impostor
  88850. * @param otherImpostor rigid impostor to anchor to
  88851. * @param length ratio across rope from 0 to 1
  88852. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88853. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88854. * @returns impostor the rope imposter
  88855. */
  88856. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88857. /**
  88858. * Will keep this body still, in a sleep mode.
  88859. * @returns the physics imposter
  88860. */
  88861. sleep(): PhysicsImpostor;
  88862. /**
  88863. * Wake the body up.
  88864. * @returns The physics imposter
  88865. */
  88866. wakeUp(): PhysicsImpostor;
  88867. /**
  88868. * Clones the physics imposter
  88869. * @param newObject The physics imposter clones to this physics-enabled object
  88870. * @returns A nullable physics imposter
  88871. */
  88872. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88873. /**
  88874. * Disposes the physics imposter
  88875. */
  88876. dispose(): void;
  88877. /**
  88878. * Sets the delta position
  88879. * @param position The delta position amount
  88880. */
  88881. setDeltaPosition(position: Vector3): void;
  88882. /**
  88883. * Sets the delta rotation
  88884. * @param rotation The delta rotation amount
  88885. */
  88886. setDeltaRotation(rotation: Quaternion): void;
  88887. /**
  88888. * Gets the box size of the physics imposter and stores the result in the input parameter
  88889. * @param result Stores the box size
  88890. * @returns The physics imposter
  88891. */
  88892. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88893. /**
  88894. * Gets the radius of the physics imposter
  88895. * @returns Radius of the physics imposter
  88896. */
  88897. getRadius(): number;
  88898. /**
  88899. * Sync a bone with this impostor
  88900. * @param bone The bone to sync to the impostor.
  88901. * @param boneMesh The mesh that the bone is influencing.
  88902. * @param jointPivot The pivot of the joint / bone in local space.
  88903. * @param distToJoint Optional distance from the impostor to the joint.
  88904. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88905. */
  88906. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88907. /**
  88908. * Sync impostor to a bone
  88909. * @param bone The bone that the impostor will be synced to.
  88910. * @param boneMesh The mesh that the bone is influencing.
  88911. * @param jointPivot The pivot of the joint / bone in local space.
  88912. * @param distToJoint Optional distance from the impostor to the joint.
  88913. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88914. * @param boneAxis Optional vector3 axis the bone is aligned with
  88915. */
  88916. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88917. /**
  88918. * No-Imposter type
  88919. */
  88920. static NoImpostor: number;
  88921. /**
  88922. * Sphere-Imposter type
  88923. */
  88924. static SphereImpostor: number;
  88925. /**
  88926. * Box-Imposter type
  88927. */
  88928. static BoxImpostor: number;
  88929. /**
  88930. * Plane-Imposter type
  88931. */
  88932. static PlaneImpostor: number;
  88933. /**
  88934. * Mesh-imposter type
  88935. */
  88936. static MeshImpostor: number;
  88937. /**
  88938. * Capsule-Impostor type (Ammo.js plugin only)
  88939. */
  88940. static CapsuleImpostor: number;
  88941. /**
  88942. * Cylinder-Imposter type
  88943. */
  88944. static CylinderImpostor: number;
  88945. /**
  88946. * Particle-Imposter type
  88947. */
  88948. static ParticleImpostor: number;
  88949. /**
  88950. * Heightmap-Imposter type
  88951. */
  88952. static HeightmapImpostor: number;
  88953. /**
  88954. * ConvexHull-Impostor type (Ammo.js plugin only)
  88955. */
  88956. static ConvexHullImpostor: number;
  88957. /**
  88958. * Rope-Imposter type
  88959. */
  88960. static RopeImpostor: number;
  88961. /**
  88962. * Cloth-Imposter type
  88963. */
  88964. static ClothImpostor: number;
  88965. /**
  88966. * Softbody-Imposter type
  88967. */
  88968. static SoftbodyImpostor: number;
  88969. }
  88970. }
  88971. declare module BABYLON {
  88972. /**
  88973. * @hidden
  88974. **/
  88975. export class _CreationDataStorage {
  88976. closePath?: boolean;
  88977. closeArray?: boolean;
  88978. idx: number[];
  88979. dashSize: number;
  88980. gapSize: number;
  88981. path3D: Path3D;
  88982. pathArray: Vector3[][];
  88983. arc: number;
  88984. radius: number;
  88985. cap: number;
  88986. tessellation: number;
  88987. }
  88988. /**
  88989. * @hidden
  88990. **/
  88991. class _InstanceDataStorage {
  88992. visibleInstances: any;
  88993. batchCache: _InstancesBatch;
  88994. instancesBufferSize: number;
  88995. instancesBuffer: Nullable<Buffer>;
  88996. instancesData: Float32Array;
  88997. overridenInstanceCount: number;
  88998. isFrozen: boolean;
  88999. previousBatch: Nullable<_InstancesBatch>;
  89000. hardwareInstancedRendering: boolean;
  89001. sideOrientation: number;
  89002. }
  89003. /**
  89004. * @hidden
  89005. **/
  89006. export class _InstancesBatch {
  89007. mustReturn: boolean;
  89008. visibleInstances: Nullable<InstancedMesh[]>[];
  89009. renderSelf: boolean[];
  89010. hardwareInstancedRendering: boolean[];
  89011. }
  89012. /**
  89013. * Class used to represent renderable models
  89014. */
  89015. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  89016. /**
  89017. * Mesh side orientation : usually the external or front surface
  89018. */
  89019. static readonly FRONTSIDE: number;
  89020. /**
  89021. * Mesh side orientation : usually the internal or back surface
  89022. */
  89023. static readonly BACKSIDE: number;
  89024. /**
  89025. * Mesh side orientation : both internal and external or front and back surfaces
  89026. */
  89027. static readonly DOUBLESIDE: number;
  89028. /**
  89029. * Mesh side orientation : by default, `FRONTSIDE`
  89030. */
  89031. static readonly DEFAULTSIDE: number;
  89032. /**
  89033. * Mesh cap setting : no cap
  89034. */
  89035. static readonly NO_CAP: number;
  89036. /**
  89037. * Mesh cap setting : one cap at the beginning of the mesh
  89038. */
  89039. static readonly CAP_START: number;
  89040. /**
  89041. * Mesh cap setting : one cap at the end of the mesh
  89042. */
  89043. static readonly CAP_END: number;
  89044. /**
  89045. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  89046. */
  89047. static readonly CAP_ALL: number;
  89048. /**
  89049. * Mesh pattern setting : no flip or rotate
  89050. */
  89051. static readonly NO_FLIP: number;
  89052. /**
  89053. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  89054. */
  89055. static readonly FLIP_TILE: number;
  89056. /**
  89057. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  89058. */
  89059. static readonly ROTATE_TILE: number;
  89060. /**
  89061. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  89062. */
  89063. static readonly FLIP_ROW: number;
  89064. /**
  89065. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  89066. */
  89067. static readonly ROTATE_ROW: number;
  89068. /**
  89069. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  89070. */
  89071. static readonly FLIP_N_ROTATE_TILE: number;
  89072. /**
  89073. * Mesh pattern setting : rotate pattern and rotate
  89074. */
  89075. static readonly FLIP_N_ROTATE_ROW: number;
  89076. /**
  89077. * Mesh tile positioning : part tiles same on left/right or top/bottom
  89078. */
  89079. static readonly CENTER: number;
  89080. /**
  89081. * Mesh tile positioning : part tiles on left
  89082. */
  89083. static readonly LEFT: number;
  89084. /**
  89085. * Mesh tile positioning : part tiles on right
  89086. */
  89087. static readonly RIGHT: number;
  89088. /**
  89089. * Mesh tile positioning : part tiles on top
  89090. */
  89091. static readonly TOP: number;
  89092. /**
  89093. * Mesh tile positioning : part tiles on bottom
  89094. */
  89095. static readonly BOTTOM: number;
  89096. /**
  89097. * Gets the default side orientation.
  89098. * @param orientation the orientation to value to attempt to get
  89099. * @returns the default orientation
  89100. * @hidden
  89101. */
  89102. static _GetDefaultSideOrientation(orientation?: number): number;
  89103. private _internalMeshDataInfo;
  89104. /**
  89105. * An event triggered before rendering the mesh
  89106. */
  89107. readonly onBeforeRenderObservable: Observable<Mesh>;
  89108. /**
  89109. * An event triggered before binding the mesh
  89110. */
  89111. readonly onBeforeBindObservable: Observable<Mesh>;
  89112. /**
  89113. * An event triggered after rendering the mesh
  89114. */
  89115. readonly onAfterRenderObservable: Observable<Mesh>;
  89116. /**
  89117. * An event triggered before drawing the mesh
  89118. */
  89119. readonly onBeforeDrawObservable: Observable<Mesh>;
  89120. private _onBeforeDrawObserver;
  89121. /**
  89122. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  89123. */
  89124. onBeforeDraw: () => void;
  89125. readonly hasInstances: boolean;
  89126. /**
  89127. * Gets the delay loading state of the mesh (when delay loading is turned on)
  89128. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  89129. */
  89130. delayLoadState: number;
  89131. /**
  89132. * Gets the list of instances created from this mesh
  89133. * it is not supposed to be modified manually.
  89134. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  89135. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89136. */
  89137. instances: InstancedMesh[];
  89138. /**
  89139. * Gets the file containing delay loading data for this mesh
  89140. */
  89141. delayLoadingFile: string;
  89142. /** @hidden */
  89143. _binaryInfo: any;
  89144. /**
  89145. * User defined function used to change how LOD level selection is done
  89146. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89147. */
  89148. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  89149. /**
  89150. * Gets or sets the morph target manager
  89151. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89152. */
  89153. morphTargetManager: Nullable<MorphTargetManager>;
  89154. /** @hidden */
  89155. _creationDataStorage: Nullable<_CreationDataStorage>;
  89156. /** @hidden */
  89157. _geometry: Nullable<Geometry>;
  89158. /** @hidden */
  89159. _delayInfo: Array<string>;
  89160. /** @hidden */
  89161. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  89162. /** @hidden */
  89163. _instanceDataStorage: _InstanceDataStorage;
  89164. private _effectiveMaterial;
  89165. /** @hidden */
  89166. _shouldGenerateFlatShading: boolean;
  89167. /** @hidden */
  89168. _originalBuilderSideOrientation: number;
  89169. /**
  89170. * Use this property to change the original side orientation defined at construction time
  89171. */
  89172. overrideMaterialSideOrientation: Nullable<number>;
  89173. /**
  89174. * Gets the source mesh (the one used to clone this one from)
  89175. */
  89176. readonly source: Nullable<Mesh>;
  89177. /**
  89178. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89179. */
  89180. isUnIndexed: boolean;
  89181. /**
  89182. * @constructor
  89183. * @param name The value used by scene.getMeshByName() to do a lookup.
  89184. * @param scene The scene to add this mesh to.
  89185. * @param parent The parent of this mesh, if it has one
  89186. * @param source An optional Mesh from which geometry is shared, cloned.
  89187. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89188. * When false, achieved by calling a clone(), also passing False.
  89189. * This will make creation of children, recursive.
  89190. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89191. */
  89192. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89193. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89194. /**
  89195. * Gets the class name
  89196. * @returns the string "Mesh".
  89197. */
  89198. getClassName(): string;
  89199. /** @hidden */
  89200. readonly _isMesh: boolean;
  89201. /**
  89202. * Returns a description of this mesh
  89203. * @param fullDetails define if full details about this mesh must be used
  89204. * @returns a descriptive string representing this mesh
  89205. */
  89206. toString(fullDetails?: boolean): string;
  89207. /** @hidden */
  89208. _unBindEffect(): void;
  89209. /**
  89210. * Gets a boolean indicating if this mesh has LOD
  89211. */
  89212. readonly hasLODLevels: boolean;
  89213. /**
  89214. * Gets the list of MeshLODLevel associated with the current mesh
  89215. * @returns an array of MeshLODLevel
  89216. */
  89217. getLODLevels(): MeshLODLevel[];
  89218. private _sortLODLevels;
  89219. /**
  89220. * Add a mesh as LOD level triggered at the given distance.
  89221. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89222. * @param distance The distance from the center of the object to show this level
  89223. * @param mesh The mesh to be added as LOD level (can be null)
  89224. * @return This mesh (for chaining)
  89225. */
  89226. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89227. /**
  89228. * Returns the LOD level mesh at the passed distance or null if not found.
  89229. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89230. * @param distance The distance from the center of the object to show this level
  89231. * @returns a Mesh or `null`
  89232. */
  89233. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89234. /**
  89235. * Remove a mesh from the LOD array
  89236. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89237. * @param mesh defines the mesh to be removed
  89238. * @return This mesh (for chaining)
  89239. */
  89240. removeLODLevel(mesh: Mesh): Mesh;
  89241. /**
  89242. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89243. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89244. * @param camera defines the camera to use to compute distance
  89245. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89246. * @return This mesh (for chaining)
  89247. */
  89248. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89249. /**
  89250. * Gets the mesh internal Geometry object
  89251. */
  89252. readonly geometry: Nullable<Geometry>;
  89253. /**
  89254. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89255. * @returns the total number of vertices
  89256. */
  89257. getTotalVertices(): number;
  89258. /**
  89259. * Returns the content of an associated vertex buffer
  89260. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89261. * - VertexBuffer.PositionKind
  89262. * - VertexBuffer.UVKind
  89263. * - VertexBuffer.UV2Kind
  89264. * - VertexBuffer.UV3Kind
  89265. * - VertexBuffer.UV4Kind
  89266. * - VertexBuffer.UV5Kind
  89267. * - VertexBuffer.UV6Kind
  89268. * - VertexBuffer.ColorKind
  89269. * - VertexBuffer.MatricesIndicesKind
  89270. * - VertexBuffer.MatricesIndicesExtraKind
  89271. * - VertexBuffer.MatricesWeightsKind
  89272. * - VertexBuffer.MatricesWeightsExtraKind
  89273. * @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
  89274. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89275. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89276. */
  89277. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89278. /**
  89279. * Returns the mesh VertexBuffer object from the requested `kind`
  89280. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89281. * - VertexBuffer.PositionKind
  89282. * - VertexBuffer.NormalKind
  89283. * - VertexBuffer.UVKind
  89284. * - VertexBuffer.UV2Kind
  89285. * - VertexBuffer.UV3Kind
  89286. * - VertexBuffer.UV4Kind
  89287. * - VertexBuffer.UV5Kind
  89288. * - VertexBuffer.UV6Kind
  89289. * - VertexBuffer.ColorKind
  89290. * - VertexBuffer.MatricesIndicesKind
  89291. * - VertexBuffer.MatricesIndicesExtraKind
  89292. * - VertexBuffer.MatricesWeightsKind
  89293. * - VertexBuffer.MatricesWeightsExtraKind
  89294. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89295. */
  89296. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89297. /**
  89298. * Tests if a specific vertex buffer is associated with this mesh
  89299. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89300. * - VertexBuffer.PositionKind
  89301. * - VertexBuffer.NormalKind
  89302. * - VertexBuffer.UVKind
  89303. * - VertexBuffer.UV2Kind
  89304. * - VertexBuffer.UV3Kind
  89305. * - VertexBuffer.UV4Kind
  89306. * - VertexBuffer.UV5Kind
  89307. * - VertexBuffer.UV6Kind
  89308. * - VertexBuffer.ColorKind
  89309. * - VertexBuffer.MatricesIndicesKind
  89310. * - VertexBuffer.MatricesIndicesExtraKind
  89311. * - VertexBuffer.MatricesWeightsKind
  89312. * - VertexBuffer.MatricesWeightsExtraKind
  89313. * @returns a boolean
  89314. */
  89315. isVerticesDataPresent(kind: string): boolean;
  89316. /**
  89317. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89318. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89319. * - VertexBuffer.PositionKind
  89320. * - VertexBuffer.UVKind
  89321. * - VertexBuffer.UV2Kind
  89322. * - VertexBuffer.UV3Kind
  89323. * - VertexBuffer.UV4Kind
  89324. * - VertexBuffer.UV5Kind
  89325. * - VertexBuffer.UV6Kind
  89326. * - VertexBuffer.ColorKind
  89327. * - VertexBuffer.MatricesIndicesKind
  89328. * - VertexBuffer.MatricesIndicesExtraKind
  89329. * - VertexBuffer.MatricesWeightsKind
  89330. * - VertexBuffer.MatricesWeightsExtraKind
  89331. * @returns a boolean
  89332. */
  89333. isVertexBufferUpdatable(kind: string): boolean;
  89334. /**
  89335. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89336. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89337. * - VertexBuffer.PositionKind
  89338. * - VertexBuffer.NormalKind
  89339. * - VertexBuffer.UVKind
  89340. * - VertexBuffer.UV2Kind
  89341. * - VertexBuffer.UV3Kind
  89342. * - VertexBuffer.UV4Kind
  89343. * - VertexBuffer.UV5Kind
  89344. * - VertexBuffer.UV6Kind
  89345. * - VertexBuffer.ColorKind
  89346. * - VertexBuffer.MatricesIndicesKind
  89347. * - VertexBuffer.MatricesIndicesExtraKind
  89348. * - VertexBuffer.MatricesWeightsKind
  89349. * - VertexBuffer.MatricesWeightsExtraKind
  89350. * @returns an array of strings
  89351. */
  89352. getVerticesDataKinds(): string[];
  89353. /**
  89354. * Returns a positive integer : the total number of indices in this mesh geometry.
  89355. * @returns the numner of indices or zero if the mesh has no geometry.
  89356. */
  89357. getTotalIndices(): number;
  89358. /**
  89359. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89360. * @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.
  89361. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89362. * @returns the indices array or an empty array if the mesh has no geometry
  89363. */
  89364. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89365. readonly isBlocked: boolean;
  89366. /**
  89367. * Determine if the current mesh is ready to be rendered
  89368. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89369. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89370. * @returns true if all associated assets are ready (material, textures, shaders)
  89371. */
  89372. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89373. /**
  89374. * 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.
  89375. */
  89376. readonly areNormalsFrozen: boolean;
  89377. /**
  89378. * 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.
  89379. * @returns the current mesh
  89380. */
  89381. freezeNormals(): Mesh;
  89382. /**
  89383. * 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
  89384. * @returns the current mesh
  89385. */
  89386. unfreezeNormals(): Mesh;
  89387. /**
  89388. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89389. */
  89390. overridenInstanceCount: number;
  89391. /** @hidden */
  89392. _preActivate(): Mesh;
  89393. /** @hidden */
  89394. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89395. /** @hidden */
  89396. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89397. /**
  89398. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89399. * This means the mesh underlying bounding box and sphere are recomputed.
  89400. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89401. * @returns the current mesh
  89402. */
  89403. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89404. /** @hidden */
  89405. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89406. /**
  89407. * This function will subdivide the mesh into multiple submeshes
  89408. * @param count defines the expected number of submeshes
  89409. */
  89410. subdivide(count: number): void;
  89411. /**
  89412. * Copy a FloatArray into a specific associated vertex buffer
  89413. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89414. * - VertexBuffer.PositionKind
  89415. * - VertexBuffer.UVKind
  89416. * - VertexBuffer.UV2Kind
  89417. * - VertexBuffer.UV3Kind
  89418. * - VertexBuffer.UV4Kind
  89419. * - VertexBuffer.UV5Kind
  89420. * - VertexBuffer.UV6Kind
  89421. * - VertexBuffer.ColorKind
  89422. * - VertexBuffer.MatricesIndicesKind
  89423. * - VertexBuffer.MatricesIndicesExtraKind
  89424. * - VertexBuffer.MatricesWeightsKind
  89425. * - VertexBuffer.MatricesWeightsExtraKind
  89426. * @param data defines the data source
  89427. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89428. * @param stride defines the data stride size (can be null)
  89429. * @returns the current mesh
  89430. */
  89431. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89432. /**
  89433. * Flags an associated vertex buffer as updatable
  89434. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89435. * - VertexBuffer.PositionKind
  89436. * - VertexBuffer.UVKind
  89437. * - VertexBuffer.UV2Kind
  89438. * - VertexBuffer.UV3Kind
  89439. * - VertexBuffer.UV4Kind
  89440. * - VertexBuffer.UV5Kind
  89441. * - VertexBuffer.UV6Kind
  89442. * - VertexBuffer.ColorKind
  89443. * - VertexBuffer.MatricesIndicesKind
  89444. * - VertexBuffer.MatricesIndicesExtraKind
  89445. * - VertexBuffer.MatricesWeightsKind
  89446. * - VertexBuffer.MatricesWeightsExtraKind
  89447. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89448. */
  89449. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89450. /**
  89451. * Sets the mesh global Vertex Buffer
  89452. * @param buffer defines the buffer to use
  89453. * @returns the current mesh
  89454. */
  89455. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89456. /**
  89457. * Update a specific associated vertex buffer
  89458. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89459. * - VertexBuffer.PositionKind
  89460. * - VertexBuffer.UVKind
  89461. * - VertexBuffer.UV2Kind
  89462. * - VertexBuffer.UV3Kind
  89463. * - VertexBuffer.UV4Kind
  89464. * - VertexBuffer.UV5Kind
  89465. * - VertexBuffer.UV6Kind
  89466. * - VertexBuffer.ColorKind
  89467. * - VertexBuffer.MatricesIndicesKind
  89468. * - VertexBuffer.MatricesIndicesExtraKind
  89469. * - VertexBuffer.MatricesWeightsKind
  89470. * - VertexBuffer.MatricesWeightsExtraKind
  89471. * @param data defines the data source
  89472. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89473. * @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)
  89474. * @returns the current mesh
  89475. */
  89476. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89477. /**
  89478. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89479. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89480. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89481. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89482. * @returns the current mesh
  89483. */
  89484. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89485. /**
  89486. * Creates a un-shared specific occurence of the geometry for the mesh.
  89487. * @returns the current mesh
  89488. */
  89489. makeGeometryUnique(): Mesh;
  89490. /**
  89491. * Set the index buffer of this mesh
  89492. * @param indices defines the source data
  89493. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89494. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89495. * @returns the current mesh
  89496. */
  89497. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89498. /**
  89499. * Update the current index buffer
  89500. * @param indices defines the source data
  89501. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89502. * @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)
  89503. * @returns the current mesh
  89504. */
  89505. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89506. /**
  89507. * Invert the geometry to move from a right handed system to a left handed one.
  89508. * @returns the current mesh
  89509. */
  89510. toLeftHanded(): Mesh;
  89511. /** @hidden */
  89512. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89513. /** @hidden */
  89514. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89515. /**
  89516. * Registers for this mesh a javascript function called just before the rendering process
  89517. * @param func defines the function to call before rendering this mesh
  89518. * @returns the current mesh
  89519. */
  89520. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89521. /**
  89522. * Disposes a previously registered javascript function called before the rendering
  89523. * @param func defines the function to remove
  89524. * @returns the current mesh
  89525. */
  89526. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89527. /**
  89528. * Registers for this mesh a javascript function called just after the rendering is complete
  89529. * @param func defines the function to call after rendering this mesh
  89530. * @returns the current mesh
  89531. */
  89532. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89533. /**
  89534. * Disposes a previously registered javascript function called after the rendering.
  89535. * @param func defines the function to remove
  89536. * @returns the current mesh
  89537. */
  89538. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89539. /** @hidden */
  89540. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89541. /** @hidden */
  89542. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89543. /** @hidden */
  89544. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89545. /** @hidden */
  89546. _rebuild(): void;
  89547. /** @hidden */
  89548. _freeze(): void;
  89549. /** @hidden */
  89550. _unFreeze(): void;
  89551. /**
  89552. * 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
  89553. * @param subMesh defines the subMesh to render
  89554. * @param enableAlphaMode defines if alpha mode can be changed
  89555. * @returns the current mesh
  89556. */
  89557. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89558. private _onBeforeDraw;
  89559. /**
  89560. * Renormalize the mesh and patch it up if there are no weights
  89561. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89562. * However in the case of zero weights then we set just a single influence to 1.
  89563. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89564. */
  89565. cleanMatrixWeights(): void;
  89566. private normalizeSkinFourWeights;
  89567. private normalizeSkinWeightsAndExtra;
  89568. /**
  89569. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89570. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89571. * the user know there was an issue with importing the mesh
  89572. * @returns a validation object with skinned, valid and report string
  89573. */
  89574. validateSkinning(): {
  89575. skinned: boolean;
  89576. valid: boolean;
  89577. report: string;
  89578. };
  89579. /** @hidden */
  89580. _checkDelayState(): Mesh;
  89581. private _queueLoad;
  89582. /**
  89583. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89584. * A mesh is in the frustum if its bounding box intersects the frustum
  89585. * @param frustumPlanes defines the frustum to test
  89586. * @returns true if the mesh is in the frustum planes
  89587. */
  89588. isInFrustum(frustumPlanes: Plane[]): boolean;
  89589. /**
  89590. * Sets the mesh material by the material or multiMaterial `id` property
  89591. * @param id is a string identifying the material or the multiMaterial
  89592. * @returns the current mesh
  89593. */
  89594. setMaterialByID(id: string): Mesh;
  89595. /**
  89596. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89597. * @returns an array of IAnimatable
  89598. */
  89599. getAnimatables(): IAnimatable[];
  89600. /**
  89601. * Modifies the mesh geometry according to the passed transformation matrix.
  89602. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89603. * The mesh normals are modified using the same transformation.
  89604. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89605. * @param transform defines the transform matrix to use
  89606. * @see http://doc.babylonjs.com/resources/baking_transformations
  89607. * @returns the current mesh
  89608. */
  89609. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89610. /**
  89611. * Modifies the mesh geometry according to its own current World Matrix.
  89612. * The mesh World Matrix is then reset.
  89613. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89614. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89615. * @see http://doc.babylonjs.com/resources/baking_transformations
  89616. * @returns the current mesh
  89617. */
  89618. bakeCurrentTransformIntoVertices(): Mesh;
  89619. /** @hidden */
  89620. readonly _positions: Nullable<Vector3[]>;
  89621. /** @hidden */
  89622. _resetPointsArrayCache(): Mesh;
  89623. /** @hidden */
  89624. _generatePointsArray(): boolean;
  89625. /**
  89626. * Returns a new Mesh object generated from the current mesh properties.
  89627. * This method must not get confused with createInstance()
  89628. * @param name is a string, the name given to the new mesh
  89629. * @param newParent can be any Node object (default `null`)
  89630. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89631. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89632. * @returns a new mesh
  89633. */
  89634. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89635. /**
  89636. * Releases resources associated with this mesh.
  89637. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89638. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89639. */
  89640. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89641. /**
  89642. * Modifies the mesh geometry according to a displacement map.
  89643. * 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.
  89644. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89645. * @param url is a string, the URL from the image file is to be downloaded.
  89646. * @param minHeight is the lower limit of the displacement.
  89647. * @param maxHeight is the upper limit of the displacement.
  89648. * @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.
  89649. * @param uvOffset is an optional vector2 used to offset UV.
  89650. * @param uvScale is an optional vector2 used to scale UV.
  89651. * @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.
  89652. * @returns the Mesh.
  89653. */
  89654. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89655. /**
  89656. * Modifies the mesh geometry according to a displacementMap buffer.
  89657. * 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.
  89658. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89659. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89660. * @param heightMapWidth is the width of the buffer image.
  89661. * @param heightMapHeight is the height of the buffer image.
  89662. * @param minHeight is the lower limit of the displacement.
  89663. * @param maxHeight is the upper limit of the displacement.
  89664. * @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.
  89665. * @param uvOffset is an optional vector2 used to offset UV.
  89666. * @param uvScale is an optional vector2 used to scale UV.
  89667. * @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.
  89668. * @returns the Mesh.
  89669. */
  89670. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89671. /**
  89672. * Modify the mesh to get a flat shading rendering.
  89673. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89674. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89675. * @returns current mesh
  89676. */
  89677. convertToFlatShadedMesh(): Mesh;
  89678. /**
  89679. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89680. * In other words, more vertices, no more indices and a single bigger VBO.
  89681. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89682. * @returns current mesh
  89683. */
  89684. convertToUnIndexedMesh(): Mesh;
  89685. /**
  89686. * Inverses facet orientations.
  89687. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89688. * @param flipNormals will also inverts the normals
  89689. * @returns current mesh
  89690. */
  89691. flipFaces(flipNormals?: boolean): Mesh;
  89692. /**
  89693. * Increase the number of facets and hence vertices in a mesh
  89694. * Vertex normals are interpolated from existing vertex normals
  89695. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89696. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89697. */
  89698. increaseVertices(numberPerEdge: number): void;
  89699. /**
  89700. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89701. * This will undo any application of covertToFlatShadedMesh
  89702. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89703. */
  89704. forceSharedVertices(): void;
  89705. /** @hidden */
  89706. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89707. /** @hidden */
  89708. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89709. /**
  89710. * Creates a new InstancedMesh object from the mesh model.
  89711. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89712. * @param name defines the name of the new instance
  89713. * @returns a new InstancedMesh
  89714. */
  89715. createInstance(name: string): InstancedMesh;
  89716. /**
  89717. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89718. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89719. * @returns the current mesh
  89720. */
  89721. synchronizeInstances(): Mesh;
  89722. /**
  89723. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89724. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89725. * This should be used together with the simplification to avoid disappearing triangles.
  89726. * @param successCallback an optional success callback to be called after the optimization finished.
  89727. * @returns the current mesh
  89728. */
  89729. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89730. /**
  89731. * Serialize current mesh
  89732. * @param serializationObject defines the object which will receive the serialization data
  89733. */
  89734. serialize(serializationObject: any): void;
  89735. /** @hidden */
  89736. _syncGeometryWithMorphTargetManager(): void;
  89737. /** @hidden */
  89738. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89739. /**
  89740. * Returns a new Mesh object parsed from the source provided.
  89741. * @param parsedMesh is the source
  89742. * @param scene defines the hosting scene
  89743. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89744. * @returns a new Mesh
  89745. */
  89746. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89747. /**
  89748. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89749. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89750. * @param name defines the name of the mesh to create
  89751. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89752. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89753. * @param closePath creates a seam between the first and the last points of each path of the path array
  89754. * @param offset is taken in account only if the `pathArray` is containing a single path
  89755. * @param scene defines the hosting scene
  89756. * @param updatable defines if the mesh must be flagged as updatable
  89757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89758. * @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)
  89759. * @returns a new Mesh
  89760. */
  89761. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89762. /**
  89763. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89764. * @param name defines the name of the mesh to create
  89765. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89766. * @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
  89767. * @param scene defines the hosting scene
  89768. * @param updatable defines if the mesh must be flagged as updatable
  89769. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89770. * @returns a new Mesh
  89771. */
  89772. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89773. /**
  89774. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89775. * @param name defines the name of the mesh to create
  89776. * @param size sets the size (float) of each box side (default 1)
  89777. * @param scene defines the hosting scene
  89778. * @param updatable defines if the mesh must be flagged as updatable
  89779. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89780. * @returns a new Mesh
  89781. */
  89782. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89783. /**
  89784. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89785. * @param name defines the name of the mesh to create
  89786. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89787. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89788. * @param scene defines the hosting scene
  89789. * @param updatable defines if the mesh must be flagged as updatable
  89790. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89791. * @returns a new Mesh
  89792. */
  89793. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89794. /**
  89795. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89796. * @param name defines the name of the mesh to create
  89797. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89798. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89799. * @param scene defines the hosting scene
  89800. * @returns a new Mesh
  89801. */
  89802. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89803. /**
  89804. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89805. * @param name defines the name of the mesh to create
  89806. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89807. * @param diameterTop set the top cap diameter (floats, default 1)
  89808. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89809. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89810. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89811. * @param scene defines the hosting scene
  89812. * @param updatable defines if the mesh must be flagged as updatable
  89813. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89814. * @returns a new Mesh
  89815. */
  89816. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89817. /**
  89818. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89819. * @param name defines the name of the mesh to create
  89820. * @param diameter sets the diameter size (float) of the torus (default 1)
  89821. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89822. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89823. * @param scene defines the hosting scene
  89824. * @param updatable defines if the mesh must be flagged as updatable
  89825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89826. * @returns a new Mesh
  89827. */
  89828. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89829. /**
  89830. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89831. * @param name defines the name of the mesh to create
  89832. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89833. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89834. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89835. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89836. * @param p the number of windings on X axis (positive integers, default 2)
  89837. * @param q the number of windings on Y axis (positive integers, default 3)
  89838. * @param scene defines the hosting scene
  89839. * @param updatable defines if the mesh must be flagged as updatable
  89840. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89841. * @returns a new Mesh
  89842. */
  89843. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89844. /**
  89845. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89846. * @param name defines the name of the mesh to create
  89847. * @param points is an array successive Vector3
  89848. * @param scene defines the hosting scene
  89849. * @param updatable defines if the mesh must be flagged as updatable
  89850. * @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).
  89851. * @returns a new Mesh
  89852. */
  89853. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89854. /**
  89855. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89856. * @param name defines the name of the mesh to create
  89857. * @param points is an array successive Vector3
  89858. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89859. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89860. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89861. * @param scene defines the hosting scene
  89862. * @param updatable defines if the mesh must be flagged as updatable
  89863. * @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)
  89864. * @returns a new Mesh
  89865. */
  89866. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89867. /**
  89868. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89869. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89870. * 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.
  89871. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89872. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89873. * Remember you can only change the shape positions, not their number when updating a polygon.
  89874. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89875. * @param name defines the name of the mesh to create
  89876. * @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
  89877. * @param scene defines the hosting scene
  89878. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89879. * @param updatable defines if the mesh must be flagged as updatable
  89880. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89881. * @param earcutInjection can be used to inject your own earcut reference
  89882. * @returns a new Mesh
  89883. */
  89884. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89885. /**
  89886. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89887. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89888. * @param name defines the name of the mesh to create
  89889. * @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
  89890. * @param depth defines the height of extrusion
  89891. * @param scene defines the hosting scene
  89892. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89893. * @param updatable defines if the mesh must be flagged as updatable
  89894. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89895. * @param earcutInjection can be used to inject your own earcut reference
  89896. * @returns a new Mesh
  89897. */
  89898. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89899. /**
  89900. * Creates an extruded shape mesh.
  89901. * 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
  89902. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89903. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89904. * @param name defines the name of the mesh to create
  89905. * @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
  89906. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89907. * @param scale is the value to scale the shape
  89908. * @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
  89909. * @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
  89910. * @param scene defines the hosting scene
  89911. * @param updatable defines if the mesh must be flagged as updatable
  89912. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89913. * @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)
  89914. * @returns a new Mesh
  89915. */
  89916. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89917. /**
  89918. * Creates an custom extruded shape mesh.
  89919. * The custom extrusion is a parametric shape.
  89920. * It has no predefined shape. Its final shape will depend on the input parameters.
  89921. * Please consider using the same method from the MeshBuilder class instead
  89922. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89923. * @param name defines the name of the mesh to create
  89924. * @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
  89925. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89926. * @param scaleFunction is a custom Javascript function called on each path point
  89927. * @param rotationFunction is a custom Javascript function called on each path point
  89928. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89929. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89930. * @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
  89931. * @param scene defines the hosting scene
  89932. * @param updatable defines if the mesh must be flagged as updatable
  89933. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89934. * @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)
  89935. * @returns a new Mesh
  89936. */
  89937. 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;
  89938. /**
  89939. * Creates lathe mesh.
  89940. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89941. * Please consider using the same method from the MeshBuilder class instead
  89942. * @param name defines the name of the mesh to create
  89943. * @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
  89944. * @param radius is the radius value of the lathe
  89945. * @param tessellation is the side number of the lathe.
  89946. * @param scene defines the hosting scene
  89947. * @param updatable defines if the mesh must be flagged as updatable
  89948. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89949. * @returns a new Mesh
  89950. */
  89951. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89952. /**
  89953. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89954. * @param name defines the name of the mesh to create
  89955. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89956. * @param scene defines the hosting scene
  89957. * @param updatable defines if the mesh must be flagged as updatable
  89958. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89959. * @returns a new Mesh
  89960. */
  89961. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89962. /**
  89963. * Creates a ground mesh.
  89964. * Please consider using the same method from the MeshBuilder class instead
  89965. * @param name defines the name of the mesh to create
  89966. * @param width set the width of the ground
  89967. * @param height set the height of the ground
  89968. * @param subdivisions sets the number of subdivisions per side
  89969. * @param scene defines the hosting scene
  89970. * @param updatable defines if the mesh must be flagged as updatable
  89971. * @returns a new Mesh
  89972. */
  89973. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89974. /**
  89975. * Creates a tiled ground mesh.
  89976. * Please consider using the same method from the MeshBuilder class instead
  89977. * @param name defines the name of the mesh to create
  89978. * @param xmin set the ground minimum X coordinate
  89979. * @param zmin set the ground minimum Y coordinate
  89980. * @param xmax set the ground maximum X coordinate
  89981. * @param zmax set the ground maximum Z coordinate
  89982. * @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
  89983. * @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
  89984. * @param scene defines the hosting scene
  89985. * @param updatable defines if the mesh must be flagged as updatable
  89986. * @returns a new Mesh
  89987. */
  89988. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89989. w: number;
  89990. h: number;
  89991. }, precision: {
  89992. w: number;
  89993. h: number;
  89994. }, scene: Scene, updatable?: boolean): Mesh;
  89995. /**
  89996. * Creates a ground mesh from a height map.
  89997. * Please consider using the same method from the MeshBuilder class instead
  89998. * @see http://doc.babylonjs.com/babylon101/height_map
  89999. * @param name defines the name of the mesh to create
  90000. * @param url sets the URL of the height map image resource
  90001. * @param width set the ground width size
  90002. * @param height set the ground height size
  90003. * @param subdivisions sets the number of subdivision per side
  90004. * @param minHeight is the minimum altitude on the ground
  90005. * @param maxHeight is the maximum altitude on the ground
  90006. * @param scene defines the hosting scene
  90007. * @param updatable defines if the mesh must be flagged as updatable
  90008. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  90009. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  90010. * @returns a new Mesh
  90011. */
  90012. 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;
  90013. /**
  90014. * Creates a tube mesh.
  90015. * The tube is a parametric shape.
  90016. * It has no predefined shape. Its final shape will depend on the input parameters.
  90017. * Please consider using the same method from the MeshBuilder class instead
  90018. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  90019. * @param name defines the name of the mesh to create
  90020. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  90021. * @param radius sets the tube radius size
  90022. * @param tessellation is the number of sides on the tubular surface
  90023. * @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
  90024. * @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
  90025. * @param scene defines the hosting scene
  90026. * @param updatable defines if the mesh must be flagged as updatable
  90027. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  90028. * @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)
  90029. * @returns a new Mesh
  90030. */
  90031. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  90032. (i: number, distance: number): number;
  90033. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  90034. /**
  90035. * Creates a polyhedron mesh.
  90036. * Please consider using the same method from the MeshBuilder class instead.
  90037. * * 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
  90038. * * The parameter `size` (positive float, default 1) sets the polygon size
  90039. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  90040. * * 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`
  90041. * * 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
  90042. * * 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)`)
  90043. * * 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
  90044. * * 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
  90045. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90046. * * If you create a double-sided mesh, you can choose what parts of 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
  90047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90048. * @param name defines the name of the mesh to create
  90049. * @param options defines the options used to create the mesh
  90050. * @param scene defines the hosting scene
  90051. * @returns a new Mesh
  90052. */
  90053. static CreatePolyhedron(name: string, options: {
  90054. type?: number;
  90055. size?: number;
  90056. sizeX?: number;
  90057. sizeY?: number;
  90058. sizeZ?: number;
  90059. custom?: any;
  90060. faceUV?: Vector4[];
  90061. faceColors?: Color4[];
  90062. updatable?: boolean;
  90063. sideOrientation?: number;
  90064. }, scene: Scene): Mesh;
  90065. /**
  90066. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  90067. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  90068. * * 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`)
  90069. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  90070. * * 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
  90071. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90072. * * If you create a double-sided mesh, you can choose what parts of 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
  90073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90074. * @param name defines the name of the mesh
  90075. * @param options defines the options used to create the mesh
  90076. * @param scene defines the hosting scene
  90077. * @returns a new Mesh
  90078. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  90079. */
  90080. static CreateIcoSphere(name: string, options: {
  90081. radius?: number;
  90082. flat?: boolean;
  90083. subdivisions?: number;
  90084. sideOrientation?: number;
  90085. updatable?: boolean;
  90086. }, scene: Scene): Mesh;
  90087. /**
  90088. * Creates a decal mesh.
  90089. * Please consider using the same method from the MeshBuilder class instead.
  90090. * A decal is a mesh usually applied as a model onto the surface of another mesh
  90091. * @param name defines the name of the mesh
  90092. * @param sourceMesh defines the mesh receiving the decal
  90093. * @param position sets the position of the decal in world coordinates
  90094. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  90095. * @param size sets the decal scaling
  90096. * @param angle sets the angle to rotate the decal
  90097. * @returns a new Mesh
  90098. */
  90099. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  90100. /**
  90101. * Prepare internal position array for software CPU skinning
  90102. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  90103. */
  90104. setPositionsForCPUSkinning(): Float32Array;
  90105. /**
  90106. * Prepare internal normal array for software CPU skinning
  90107. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  90108. */
  90109. setNormalsForCPUSkinning(): Float32Array;
  90110. /**
  90111. * Updates the vertex buffer by applying transformation from the bones
  90112. * @param skeleton defines the skeleton to apply to current mesh
  90113. * @returns the current mesh
  90114. */
  90115. applySkeleton(skeleton: Skeleton): Mesh;
  90116. /**
  90117. * 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
  90118. * @param meshes defines the list of meshes to scan
  90119. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  90120. */
  90121. static MinMax(meshes: AbstractMesh[]): {
  90122. min: Vector3;
  90123. max: Vector3;
  90124. };
  90125. /**
  90126. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  90127. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  90128. * @returns a vector3
  90129. */
  90130. static Center(meshesOrMinMaxVector: {
  90131. min: Vector3;
  90132. max: Vector3;
  90133. } | AbstractMesh[]): Vector3;
  90134. /**
  90135. * Merge the array of meshes into a single mesh for performance reasons.
  90136. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  90137. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  90138. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  90139. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  90140. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  90141. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  90142. * @returns a new mesh
  90143. */
  90144. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  90145. /** @hidden */
  90146. addInstance(instance: InstancedMesh): void;
  90147. /** @hidden */
  90148. removeInstance(instance: InstancedMesh): void;
  90149. }
  90150. }
  90151. declare module BABYLON {
  90152. /**
  90153. * This is the base class of all the camera used in the application.
  90154. * @see http://doc.babylonjs.com/features/cameras
  90155. */
  90156. export class Camera extends Node {
  90157. /** @hidden */
  90158. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  90159. /**
  90160. * This is the default projection mode used by the cameras.
  90161. * It helps recreating a feeling of perspective and better appreciate depth.
  90162. * This is the best way to simulate real life cameras.
  90163. */
  90164. static readonly PERSPECTIVE_CAMERA: number;
  90165. /**
  90166. * This helps creating camera with an orthographic mode.
  90167. * 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.
  90168. */
  90169. static readonly ORTHOGRAPHIC_CAMERA: number;
  90170. /**
  90171. * This is the default FOV mode for perspective cameras.
  90172. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  90173. */
  90174. static readonly FOVMODE_VERTICAL_FIXED: number;
  90175. /**
  90176. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  90177. */
  90178. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90179. /**
  90180. * This specifies ther is no need for a camera rig.
  90181. * Basically only one eye is rendered corresponding to the camera.
  90182. */
  90183. static readonly RIG_MODE_NONE: number;
  90184. /**
  90185. * Simulates a camera Rig with one blue eye and one red eye.
  90186. * This can be use with 3d blue and red glasses.
  90187. */
  90188. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90189. /**
  90190. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90191. */
  90192. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90193. /**
  90194. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90195. */
  90196. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90197. /**
  90198. * Defines that both eyes of the camera will be rendered over under each other.
  90199. */
  90200. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90201. /**
  90202. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90203. */
  90204. static readonly RIG_MODE_VR: number;
  90205. /**
  90206. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90207. */
  90208. static readonly RIG_MODE_WEBVR: number;
  90209. /**
  90210. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90211. */
  90212. static readonly RIG_MODE_CUSTOM: number;
  90213. /**
  90214. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90215. */
  90216. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90217. /**
  90218. * Define the input manager associated with the camera.
  90219. */
  90220. inputs: CameraInputsManager<Camera>;
  90221. /** @hidden */
  90222. _position: Vector3;
  90223. /**
  90224. * Define the current local position of the camera in the scene
  90225. */
  90226. position: Vector3;
  90227. /**
  90228. * The vector the camera should consider as up.
  90229. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90230. */
  90231. upVector: Vector3;
  90232. /**
  90233. * Define the current limit on the left side for an orthographic camera
  90234. * In scene unit
  90235. */
  90236. orthoLeft: Nullable<number>;
  90237. /**
  90238. * Define the current limit on the right side for an orthographic camera
  90239. * In scene unit
  90240. */
  90241. orthoRight: Nullable<number>;
  90242. /**
  90243. * Define the current limit on the bottom side for an orthographic camera
  90244. * In scene unit
  90245. */
  90246. orthoBottom: Nullable<number>;
  90247. /**
  90248. * Define the current limit on the top side for an orthographic camera
  90249. * In scene unit
  90250. */
  90251. orthoTop: Nullable<number>;
  90252. /**
  90253. * Field Of View is set in Radians. (default is 0.8)
  90254. */
  90255. fov: number;
  90256. /**
  90257. * Define the minimum distance the camera can see from.
  90258. * This is important to note that the depth buffer are not infinite and the closer it starts
  90259. * the more your scene might encounter depth fighting issue.
  90260. */
  90261. minZ: number;
  90262. /**
  90263. * Define the maximum distance the camera can see to.
  90264. * This is important to note that the depth buffer are not infinite and the further it end
  90265. * the more your scene might encounter depth fighting issue.
  90266. */
  90267. maxZ: number;
  90268. /**
  90269. * Define the default inertia of the camera.
  90270. * This helps giving a smooth feeling to the camera movement.
  90271. */
  90272. inertia: number;
  90273. /**
  90274. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90275. */
  90276. mode: number;
  90277. /**
  90278. * Define wether the camera is intermediate.
  90279. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90280. */
  90281. isIntermediate: boolean;
  90282. /**
  90283. * Define the viewport of the camera.
  90284. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90285. */
  90286. viewport: Viewport;
  90287. /**
  90288. * Restricts the camera to viewing objects with the same layerMask.
  90289. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90290. */
  90291. layerMask: number;
  90292. /**
  90293. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90294. */
  90295. fovMode: number;
  90296. /**
  90297. * Rig mode of the camera.
  90298. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90299. * This is normally controlled byt the camera themselves as internal use.
  90300. */
  90301. cameraRigMode: number;
  90302. /**
  90303. * Defines the distance between both "eyes" in case of a RIG
  90304. */
  90305. interaxialDistance: number;
  90306. /**
  90307. * Defines if stereoscopic rendering is done side by side or over under.
  90308. */
  90309. isStereoscopicSideBySide: boolean;
  90310. /**
  90311. * 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
  90312. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90313. * else in the scene. (Eg. security camera)
  90314. *
  90315. * 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)
  90316. */
  90317. customRenderTargets: RenderTargetTexture[];
  90318. /**
  90319. * When set, the camera will render to this render target instead of the default canvas
  90320. *
  90321. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90322. */
  90323. outputRenderTarget: Nullable<RenderTargetTexture>;
  90324. /**
  90325. * Observable triggered when the camera view matrix has changed.
  90326. */
  90327. onViewMatrixChangedObservable: Observable<Camera>;
  90328. /**
  90329. * Observable triggered when the camera Projection matrix has changed.
  90330. */
  90331. onProjectionMatrixChangedObservable: Observable<Camera>;
  90332. /**
  90333. * Observable triggered when the inputs have been processed.
  90334. */
  90335. onAfterCheckInputsObservable: Observable<Camera>;
  90336. /**
  90337. * Observable triggered when reset has been called and applied to the camera.
  90338. */
  90339. onRestoreStateObservable: Observable<Camera>;
  90340. /** @hidden */
  90341. _cameraRigParams: any;
  90342. /** @hidden */
  90343. _rigCameras: Camera[];
  90344. /** @hidden */
  90345. _rigPostProcess: Nullable<PostProcess>;
  90346. protected _webvrViewMatrix: Matrix;
  90347. /** @hidden */
  90348. _skipRendering: boolean;
  90349. /** @hidden */
  90350. _projectionMatrix: Matrix;
  90351. /** @hidden */
  90352. _postProcesses: Nullable<PostProcess>[];
  90353. /** @hidden */
  90354. _activeMeshes: SmartArray<AbstractMesh>;
  90355. protected _globalPosition: Vector3;
  90356. /** @hidden */
  90357. _computedViewMatrix: Matrix;
  90358. private _doNotComputeProjectionMatrix;
  90359. private _transformMatrix;
  90360. private _frustumPlanes;
  90361. private _refreshFrustumPlanes;
  90362. private _storedFov;
  90363. private _stateStored;
  90364. /**
  90365. * Instantiates a new camera object.
  90366. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90367. * @see http://doc.babylonjs.com/features/cameras
  90368. * @param name Defines the name of the camera in the scene
  90369. * @param position Defines the position of the camera
  90370. * @param scene Defines the scene the camera belongs too
  90371. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90372. */
  90373. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90374. /**
  90375. * Store current camera state (fov, position, etc..)
  90376. * @returns the camera
  90377. */
  90378. storeState(): Camera;
  90379. /**
  90380. * Restores the camera state values if it has been stored. You must call storeState() first
  90381. */
  90382. protected _restoreStateValues(): boolean;
  90383. /**
  90384. * Restored camera state. You must call storeState() first.
  90385. * @returns true if restored and false otherwise
  90386. */
  90387. restoreState(): boolean;
  90388. /**
  90389. * Gets the class name of the camera.
  90390. * @returns the class name
  90391. */
  90392. getClassName(): string;
  90393. /** @hidden */
  90394. readonly _isCamera: boolean;
  90395. /**
  90396. * Gets a string representation of the camera useful for debug purpose.
  90397. * @param fullDetails Defines that a more verboe level of logging is required
  90398. * @returns the string representation
  90399. */
  90400. toString(fullDetails?: boolean): string;
  90401. /**
  90402. * Gets the current world space position of the camera.
  90403. */
  90404. readonly globalPosition: Vector3;
  90405. /**
  90406. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90407. * @returns the active meshe list
  90408. */
  90409. getActiveMeshes(): SmartArray<AbstractMesh>;
  90410. /**
  90411. * Check wether a mesh is part of the current active mesh list of the camera
  90412. * @param mesh Defines the mesh to check
  90413. * @returns true if active, false otherwise
  90414. */
  90415. isActiveMesh(mesh: Mesh): boolean;
  90416. /**
  90417. * Is this camera ready to be used/rendered
  90418. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90419. * @return true if the camera is ready
  90420. */
  90421. isReady(completeCheck?: boolean): boolean;
  90422. /** @hidden */
  90423. _initCache(): void;
  90424. /** @hidden */
  90425. _updateCache(ignoreParentClass?: boolean): void;
  90426. /** @hidden */
  90427. _isSynchronized(): boolean;
  90428. /** @hidden */
  90429. _isSynchronizedViewMatrix(): boolean;
  90430. /** @hidden */
  90431. _isSynchronizedProjectionMatrix(): boolean;
  90432. /**
  90433. * Attach the input controls to a specific dom element to get the input from.
  90434. * @param element Defines the element the controls should be listened from
  90435. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90436. */
  90437. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90438. /**
  90439. * Detach the current controls from the specified dom element.
  90440. * @param element Defines the element to stop listening the inputs from
  90441. */
  90442. detachControl(element: HTMLElement): void;
  90443. /**
  90444. * Update the camera state according to the different inputs gathered during the frame.
  90445. */
  90446. update(): void;
  90447. /** @hidden */
  90448. _checkInputs(): void;
  90449. /** @hidden */
  90450. readonly rigCameras: Camera[];
  90451. /**
  90452. * Gets the post process used by the rig cameras
  90453. */
  90454. readonly rigPostProcess: Nullable<PostProcess>;
  90455. /**
  90456. * Internal, gets the first post proces.
  90457. * @returns the first post process to be run on this camera.
  90458. */
  90459. _getFirstPostProcess(): Nullable<PostProcess>;
  90460. private _cascadePostProcessesToRigCams;
  90461. /**
  90462. * Attach a post process to the camera.
  90463. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90464. * @param postProcess The post process to attach to the camera
  90465. * @param insertAt The position of the post process in case several of them are in use in the scene
  90466. * @returns the position the post process has been inserted at
  90467. */
  90468. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90469. /**
  90470. * Detach a post process to the camera.
  90471. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90472. * @param postProcess The post process to detach from the camera
  90473. */
  90474. detachPostProcess(postProcess: PostProcess): void;
  90475. /**
  90476. * Gets the current world matrix of the camera
  90477. */
  90478. getWorldMatrix(): Matrix;
  90479. /** @hidden */
  90480. _getViewMatrix(): Matrix;
  90481. /**
  90482. * Gets the current view matrix of the camera.
  90483. * @param force forces the camera to recompute the matrix without looking at the cached state
  90484. * @returns the view matrix
  90485. */
  90486. getViewMatrix(force?: boolean): Matrix;
  90487. /**
  90488. * Freeze the projection matrix.
  90489. * It will prevent the cache check of the camera projection compute and can speed up perf
  90490. * if no parameter of the camera are meant to change
  90491. * @param projection Defines manually a projection if necessary
  90492. */
  90493. freezeProjectionMatrix(projection?: Matrix): void;
  90494. /**
  90495. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90496. */
  90497. unfreezeProjectionMatrix(): void;
  90498. /**
  90499. * Gets the current projection matrix of the camera.
  90500. * @param force forces the camera to recompute the matrix without looking at the cached state
  90501. * @returns the projection matrix
  90502. */
  90503. getProjectionMatrix(force?: boolean): Matrix;
  90504. /**
  90505. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90506. * @returns a Matrix
  90507. */
  90508. getTransformationMatrix(): Matrix;
  90509. private _updateFrustumPlanes;
  90510. /**
  90511. * Checks if a cullable object (mesh...) is in the camera frustum
  90512. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90513. * @param target The object to check
  90514. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90515. * @returns true if the object is in frustum otherwise false
  90516. */
  90517. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90518. /**
  90519. * Checks if a cullable object (mesh...) is in the camera frustum
  90520. * Unlike isInFrustum this cheks the full bounding box
  90521. * @param target The object to check
  90522. * @returns true if the object is in frustum otherwise false
  90523. */
  90524. isCompletelyInFrustum(target: ICullable): boolean;
  90525. /**
  90526. * Gets a ray in the forward direction from the camera.
  90527. * @param length Defines the length of the ray to create
  90528. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90529. * @param origin Defines the start point of the ray which defaults to the camera position
  90530. * @returns the forward ray
  90531. */
  90532. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90533. /**
  90534. * Releases resources associated with this node.
  90535. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90536. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90537. */
  90538. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90539. /** @hidden */
  90540. _isLeftCamera: boolean;
  90541. /**
  90542. * Gets the left camera of a rig setup in case of Rigged Camera
  90543. */
  90544. readonly isLeftCamera: boolean;
  90545. /** @hidden */
  90546. _isRightCamera: boolean;
  90547. /**
  90548. * Gets the right camera of a rig setup in case of Rigged Camera
  90549. */
  90550. readonly isRightCamera: boolean;
  90551. /**
  90552. * Gets the left camera of a rig setup in case of Rigged Camera
  90553. */
  90554. readonly leftCamera: Nullable<FreeCamera>;
  90555. /**
  90556. * Gets the right camera of a rig setup in case of Rigged Camera
  90557. */
  90558. readonly rightCamera: Nullable<FreeCamera>;
  90559. /**
  90560. * Gets the left camera target of a rig setup in case of Rigged Camera
  90561. * @returns the target position
  90562. */
  90563. getLeftTarget(): Nullable<Vector3>;
  90564. /**
  90565. * Gets the right camera target of a rig setup in case of Rigged Camera
  90566. * @returns the target position
  90567. */
  90568. getRightTarget(): Nullable<Vector3>;
  90569. /**
  90570. * @hidden
  90571. */
  90572. setCameraRigMode(mode: number, rigParams: any): void;
  90573. /** @hidden */
  90574. static _setStereoscopicRigMode(camera: Camera): void;
  90575. /** @hidden */
  90576. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90577. /** @hidden */
  90578. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90579. /** @hidden */
  90580. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90581. /** @hidden */
  90582. _getVRProjectionMatrix(): Matrix;
  90583. protected _updateCameraRotationMatrix(): void;
  90584. protected _updateWebVRCameraRotationMatrix(): void;
  90585. /**
  90586. * This function MUST be overwritten by the different WebVR cameras available.
  90587. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90588. * @hidden
  90589. */
  90590. _getWebVRProjectionMatrix(): Matrix;
  90591. /**
  90592. * This function MUST be overwritten by the different WebVR cameras available.
  90593. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90594. * @hidden
  90595. */
  90596. _getWebVRViewMatrix(): Matrix;
  90597. /** @hidden */
  90598. setCameraRigParameter(name: string, value: any): void;
  90599. /**
  90600. * needs to be overridden by children so sub has required properties to be copied
  90601. * @hidden
  90602. */
  90603. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90604. /**
  90605. * May need to be overridden by children
  90606. * @hidden
  90607. */
  90608. _updateRigCameras(): void;
  90609. /** @hidden */
  90610. _setupInputs(): void;
  90611. /**
  90612. * Serialiaze the camera setup to a json represention
  90613. * @returns the JSON representation
  90614. */
  90615. serialize(): any;
  90616. /**
  90617. * Clones the current camera.
  90618. * @param name The cloned camera name
  90619. * @returns the cloned camera
  90620. */
  90621. clone(name: string): Camera;
  90622. /**
  90623. * Gets the direction of the camera relative to a given local axis.
  90624. * @param localAxis Defines the reference axis to provide a relative direction.
  90625. * @return the direction
  90626. */
  90627. getDirection(localAxis: Vector3): Vector3;
  90628. /**
  90629. * Returns the current camera absolute rotation
  90630. */
  90631. readonly absoluteRotation: Quaternion;
  90632. /**
  90633. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90634. * @param localAxis Defines the reference axis to provide a relative direction.
  90635. * @param result Defines the vector to store the result in
  90636. */
  90637. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90638. /**
  90639. * Gets a camera constructor for a given camera type
  90640. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90641. * @param name The name of the camera the result will be able to instantiate
  90642. * @param scene The scene the result will construct the camera in
  90643. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90644. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90645. * @returns a factory method to construc the camera
  90646. */
  90647. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90648. /**
  90649. * Compute the world matrix of the camera.
  90650. * @returns the camera workd matrix
  90651. */
  90652. computeWorldMatrix(): Matrix;
  90653. /**
  90654. * Parse a JSON and creates the camera from the parsed information
  90655. * @param parsedCamera The JSON to parse
  90656. * @param scene The scene to instantiate the camera in
  90657. * @returns the newly constructed camera
  90658. */
  90659. static Parse(parsedCamera: any, scene: Scene): Camera;
  90660. }
  90661. }
  90662. declare module BABYLON {
  90663. /**
  90664. * Class containing static functions to help procedurally build meshes
  90665. */
  90666. export class DiscBuilder {
  90667. /**
  90668. * Creates a plane polygonal mesh. By default, this is a disc
  90669. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90670. * * 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
  90671. * * 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
  90672. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90673. * * If you create a double-sided mesh, you can choose what parts of 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
  90674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90675. * @param name defines the name of the mesh
  90676. * @param options defines the options used to create the mesh
  90677. * @param scene defines the hosting scene
  90678. * @returns the plane polygonal mesh
  90679. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90680. */
  90681. static CreateDisc(name: string, options: {
  90682. radius?: number;
  90683. tessellation?: number;
  90684. arc?: number;
  90685. updatable?: boolean;
  90686. sideOrientation?: number;
  90687. frontUVs?: Vector4;
  90688. backUVs?: Vector4;
  90689. }, scene?: Nullable<Scene>): Mesh;
  90690. }
  90691. }
  90692. declare module BABYLON {
  90693. /**
  90694. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90695. *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.
  90696. * The SPS is also a particle system. It provides some methods to manage the particles.
  90697. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90698. *
  90699. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90700. */
  90701. export class SolidParticleSystem implements IDisposable {
  90702. /**
  90703. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90704. * Example : var p = SPS.particles[i];
  90705. */
  90706. particles: SolidParticle[];
  90707. /**
  90708. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90709. */
  90710. nbParticles: number;
  90711. /**
  90712. * If the particles must ever face the camera (default false). Useful for planar particles.
  90713. */
  90714. billboard: boolean;
  90715. /**
  90716. * Recompute normals when adding a shape
  90717. */
  90718. recomputeNormals: boolean;
  90719. /**
  90720. * This a counter ofr your own usage. It's not set by any SPS functions.
  90721. */
  90722. counter: number;
  90723. /**
  90724. * The SPS name. This name is also given to the underlying mesh.
  90725. */
  90726. name: string;
  90727. /**
  90728. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90729. */
  90730. mesh: Mesh;
  90731. /**
  90732. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90733. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90734. */
  90735. vars: any;
  90736. /**
  90737. * This array is populated when the SPS is set as 'pickable'.
  90738. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90739. * Each element of this array is an object `{idx: int, faceId: int}`.
  90740. * `idx` is the picked particle index in the `SPS.particles` array
  90741. * `faceId` is the picked face index counted within this particle.
  90742. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90743. */
  90744. pickedParticles: {
  90745. idx: number;
  90746. faceId: number;
  90747. }[];
  90748. /**
  90749. * This array is populated when `enableDepthSort` is set to true.
  90750. * Each element of this array is an instance of the class DepthSortedParticle.
  90751. */
  90752. depthSortedParticles: DepthSortedParticle[];
  90753. /**
  90754. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90755. * @hidden
  90756. */
  90757. _bSphereOnly: boolean;
  90758. /**
  90759. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90760. * @hidden
  90761. */
  90762. _bSphereRadiusFactor: number;
  90763. private _scene;
  90764. private _positions;
  90765. private _indices;
  90766. private _normals;
  90767. private _colors;
  90768. private _uvs;
  90769. private _indices32;
  90770. private _positions32;
  90771. private _normals32;
  90772. private _fixedNormal32;
  90773. private _colors32;
  90774. private _uvs32;
  90775. private _index;
  90776. private _updatable;
  90777. private _pickable;
  90778. private _isVisibilityBoxLocked;
  90779. private _alwaysVisible;
  90780. private _depthSort;
  90781. private _shapeCounter;
  90782. private _copy;
  90783. private _color;
  90784. private _computeParticleColor;
  90785. private _computeParticleTexture;
  90786. private _computeParticleRotation;
  90787. private _computeParticleVertex;
  90788. private _computeBoundingBox;
  90789. private _depthSortParticles;
  90790. private _camera;
  90791. private _mustUnrotateFixedNormals;
  90792. private _particlesIntersect;
  90793. private _needs32Bits;
  90794. /**
  90795. * Creates a SPS (Solid Particle System) object.
  90796. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90797. * @param scene (Scene) is the scene in which the SPS is added.
  90798. * @param options defines the options of the sps e.g.
  90799. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90800. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90801. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90802. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90803. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90804. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90805. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90806. */
  90807. constructor(name: string, scene: Scene, options?: {
  90808. updatable?: boolean;
  90809. isPickable?: boolean;
  90810. enableDepthSort?: boolean;
  90811. particleIntersection?: boolean;
  90812. boundingSphereOnly?: boolean;
  90813. bSphereRadiusFactor?: number;
  90814. });
  90815. /**
  90816. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90817. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90818. * @returns the created mesh
  90819. */
  90820. buildMesh(): Mesh;
  90821. /**
  90822. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90823. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90824. * Thus the particles generated from `digest()` have their property `position` set yet.
  90825. * @param mesh ( Mesh ) is the mesh to be digested
  90826. * @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
  90827. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90828. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90829. * @returns the current SPS
  90830. */
  90831. digest(mesh: Mesh, options?: {
  90832. facetNb?: number;
  90833. number?: number;
  90834. delta?: number;
  90835. }): SolidParticleSystem;
  90836. private _unrotateFixedNormals;
  90837. private _resetCopy;
  90838. private _meshBuilder;
  90839. private _posToShape;
  90840. private _uvsToShapeUV;
  90841. private _addParticle;
  90842. /**
  90843. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90844. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90845. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90846. * @param nb (positive integer) the number of particles to be created from this model
  90847. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90848. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90849. * @returns the number of shapes in the system
  90850. */
  90851. addShape(mesh: Mesh, nb: number, options?: {
  90852. positionFunction?: any;
  90853. vertexFunction?: any;
  90854. }): number;
  90855. private _rebuildParticle;
  90856. /**
  90857. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90858. * @returns the SPS.
  90859. */
  90860. rebuildMesh(): SolidParticleSystem;
  90861. /**
  90862. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90863. * This method calls `updateParticle()` for each particle of the SPS.
  90864. * For an animated SPS, it is usually called within the render loop.
  90865. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90866. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90867. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90868. * @returns the SPS.
  90869. */
  90870. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90871. /**
  90872. * Disposes the SPS.
  90873. */
  90874. dispose(): void;
  90875. /**
  90876. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90877. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90878. * @returns the SPS.
  90879. */
  90880. refreshVisibleSize(): SolidParticleSystem;
  90881. /**
  90882. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90883. * @param size the size (float) of the visibility box
  90884. * note : this doesn't lock the SPS mesh bounding box.
  90885. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90886. */
  90887. setVisibilityBox(size: number): void;
  90888. /**
  90889. * Gets whether the SPS as always visible or not
  90890. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90891. */
  90892. /**
  90893. * Sets the SPS as always visible or not
  90894. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90895. */
  90896. isAlwaysVisible: boolean;
  90897. /**
  90898. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90900. */
  90901. /**
  90902. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90903. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90904. */
  90905. isVisibilityBoxLocked: boolean;
  90906. /**
  90907. * Tells to `setParticles()` to compute the particle rotations or not.
  90908. * Default value : true. The SPS is faster when it's set to false.
  90909. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90910. */
  90911. /**
  90912. * Gets if `setParticles()` computes the particle rotations or not.
  90913. * Default value : true. The SPS is faster when it's set to false.
  90914. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90915. */
  90916. computeParticleRotation: boolean;
  90917. /**
  90918. * Tells to `setParticles()` to compute the particle colors or not.
  90919. * Default value : true. The SPS is faster when it's set to false.
  90920. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90921. */
  90922. /**
  90923. * Gets if `setParticles()` computes the particle colors or not.
  90924. * Default value : true. The SPS is faster when it's set to false.
  90925. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90926. */
  90927. computeParticleColor: boolean;
  90928. /**
  90929. * Gets if `setParticles()` computes the particle textures or not.
  90930. * Default value : true. The SPS is faster when it's set to false.
  90931. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90932. */
  90933. computeParticleTexture: boolean;
  90934. /**
  90935. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90936. * Default value : false. The SPS is faster when it's set to false.
  90937. * Note : the particle custom vertex positions aren't stored values.
  90938. */
  90939. /**
  90940. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90941. * Default value : false. The SPS is faster when it's set to false.
  90942. * Note : the particle custom vertex positions aren't stored values.
  90943. */
  90944. computeParticleVertex: boolean;
  90945. /**
  90946. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90947. */
  90948. /**
  90949. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90950. */
  90951. computeBoundingBox: boolean;
  90952. /**
  90953. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90954. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90955. * Default : `true`
  90956. */
  90957. /**
  90958. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90959. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90960. * Default : `true`
  90961. */
  90962. depthSortParticles: boolean;
  90963. /**
  90964. * This function does nothing. It may be overwritten to set all the particle first values.
  90965. * The SPS doesn't call this function, you may have to call it by your own.
  90966. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90967. */
  90968. initParticles(): void;
  90969. /**
  90970. * This function does nothing. It may be overwritten to recycle a particle.
  90971. * The SPS doesn't call this function, you may have to call it by your own.
  90972. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90973. * @param particle The particle to recycle
  90974. * @returns the recycled particle
  90975. */
  90976. recycleParticle(particle: SolidParticle): SolidParticle;
  90977. /**
  90978. * Updates a particle : this function should be overwritten by the user.
  90979. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90980. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90981. * @example : just set a particle position or velocity and recycle conditions
  90982. * @param particle The particle to update
  90983. * @returns the updated particle
  90984. */
  90985. updateParticle(particle: SolidParticle): SolidParticle;
  90986. /**
  90987. * Updates a vertex of a particle : it can be overwritten by the user.
  90988. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90989. * @param particle the current particle
  90990. * @param vertex the current index of the current particle
  90991. * @param pt the index of the current vertex in the particle shape
  90992. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90993. * @example : just set a vertex particle position
  90994. * @returns the updated vertex
  90995. */
  90996. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90997. /**
  90998. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90999. * This does nothing and may be overwritten by the user.
  91000. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91001. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91002. * @param update the boolean update value actually passed to setParticles()
  91003. */
  91004. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91005. /**
  91006. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  91007. * This will be passed three parameters.
  91008. * This does nothing and may be overwritten by the user.
  91009. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91010. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91011. * @param update the boolean update value actually passed to setParticles()
  91012. */
  91013. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91014. }
  91015. }
  91016. declare module BABYLON {
  91017. /**
  91018. * Represents one particle of a solid particle system.
  91019. */
  91020. export class SolidParticle {
  91021. /**
  91022. * particle global index
  91023. */
  91024. idx: number;
  91025. /**
  91026. * The color of the particle
  91027. */
  91028. color: Nullable<Color4>;
  91029. /**
  91030. * The world space position of the particle.
  91031. */
  91032. position: Vector3;
  91033. /**
  91034. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  91035. */
  91036. rotation: Vector3;
  91037. /**
  91038. * The world space rotation quaternion of the particle.
  91039. */
  91040. rotationQuaternion: Nullable<Quaternion>;
  91041. /**
  91042. * The scaling of the particle.
  91043. */
  91044. scaling: Vector3;
  91045. /**
  91046. * The uvs of the particle.
  91047. */
  91048. uvs: Vector4;
  91049. /**
  91050. * The current speed of the particle.
  91051. */
  91052. velocity: Vector3;
  91053. /**
  91054. * The pivot point in the particle local space.
  91055. */
  91056. pivot: Vector3;
  91057. /**
  91058. * Must the particle be translated from its pivot point in its local space ?
  91059. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  91060. * Default : false
  91061. */
  91062. translateFromPivot: boolean;
  91063. /**
  91064. * Is the particle active or not ?
  91065. */
  91066. alive: boolean;
  91067. /**
  91068. * Is the particle visible or not ?
  91069. */
  91070. isVisible: boolean;
  91071. /**
  91072. * Index of this particle in the global "positions" array (Internal use)
  91073. * @hidden
  91074. */
  91075. _pos: number;
  91076. /**
  91077. * @hidden Index of this particle in the global "indices" array (Internal use)
  91078. */
  91079. _ind: number;
  91080. /**
  91081. * @hidden ModelShape of this particle (Internal use)
  91082. */
  91083. _model: ModelShape;
  91084. /**
  91085. * ModelShape id of this particle
  91086. */
  91087. shapeId: number;
  91088. /**
  91089. * Index of the particle in its shape id
  91090. */
  91091. idxInShape: number;
  91092. /**
  91093. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  91094. */
  91095. _modelBoundingInfo: BoundingInfo;
  91096. /**
  91097. * @hidden Particle BoundingInfo object (Internal use)
  91098. */
  91099. _boundingInfo: BoundingInfo;
  91100. /**
  91101. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  91102. */
  91103. _sps: SolidParticleSystem;
  91104. /**
  91105. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  91106. */
  91107. _stillInvisible: boolean;
  91108. /**
  91109. * @hidden Last computed particle rotation matrix
  91110. */
  91111. _rotationMatrix: number[];
  91112. /**
  91113. * Parent particle Id, if any.
  91114. * Default null.
  91115. */
  91116. parentId: Nullable<number>;
  91117. /**
  91118. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  91119. * The possible values are :
  91120. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91121. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91122. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91123. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91124. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91125. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  91126. * */
  91127. cullingStrategy: number;
  91128. /**
  91129. * @hidden Internal global position in the SPS.
  91130. */
  91131. _globalPosition: Vector3;
  91132. /**
  91133. * Creates a Solid Particle object.
  91134. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  91135. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  91136. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  91137. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  91138. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  91139. * @param shapeId (integer) is the model shape identifier in the SPS.
  91140. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  91141. * @param sps defines the sps it is associated to
  91142. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  91143. */
  91144. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  91145. /**
  91146. * Legacy support, changed scale to scaling
  91147. */
  91148. /**
  91149. * Legacy support, changed scale to scaling
  91150. */
  91151. scale: Vector3;
  91152. /**
  91153. * Legacy support, changed quaternion to rotationQuaternion
  91154. */
  91155. /**
  91156. * Legacy support, changed quaternion to rotationQuaternion
  91157. */
  91158. quaternion: Nullable<Quaternion>;
  91159. /**
  91160. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  91161. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  91162. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  91163. * @returns true if it intersects
  91164. */
  91165. intersectsMesh(target: Mesh | SolidParticle): boolean;
  91166. /**
  91167. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  91168. * A particle is in the frustum if its bounding box intersects the frustum
  91169. * @param frustumPlanes defines the frustum to test
  91170. * @returns true if the particle is in the frustum planes
  91171. */
  91172. isInFrustum(frustumPlanes: Plane[]): boolean;
  91173. /**
  91174. * get the rotation matrix of the particle
  91175. * @hidden
  91176. */
  91177. getRotationMatrix(m: Matrix): void;
  91178. }
  91179. /**
  91180. * Represents the shape of the model used by one particle of a solid particle system.
  91181. * SPS internal tool, don't use it manually.
  91182. */
  91183. export class ModelShape {
  91184. /**
  91185. * The shape id
  91186. * @hidden
  91187. */
  91188. shapeID: number;
  91189. /**
  91190. * flat array of model positions (internal use)
  91191. * @hidden
  91192. */
  91193. _shape: Vector3[];
  91194. /**
  91195. * flat array of model UVs (internal use)
  91196. * @hidden
  91197. */
  91198. _shapeUV: number[];
  91199. /**
  91200. * length of the shape in the model indices array (internal use)
  91201. * @hidden
  91202. */
  91203. _indicesLength: number;
  91204. /**
  91205. * Custom position function (internal use)
  91206. * @hidden
  91207. */
  91208. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91209. /**
  91210. * Custom vertex function (internal use)
  91211. * @hidden
  91212. */
  91213. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91214. /**
  91215. * 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.
  91216. * SPS internal tool, don't use it manually.
  91217. * @hidden
  91218. */
  91219. 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>);
  91220. }
  91221. /**
  91222. * Represents a Depth Sorted Particle in the solid particle system.
  91223. */
  91224. export class DepthSortedParticle {
  91225. /**
  91226. * Index of the particle in the "indices" array
  91227. */
  91228. ind: number;
  91229. /**
  91230. * Length of the particle shape in the "indices" array
  91231. */
  91232. indicesLength: number;
  91233. /**
  91234. * Squared distance from the particle to the camera
  91235. */
  91236. sqDistance: number;
  91237. }
  91238. }
  91239. declare module BABYLON {
  91240. /**
  91241. * @hidden
  91242. */
  91243. export class _MeshCollisionData {
  91244. _checkCollisions: boolean;
  91245. _collisionMask: number;
  91246. _collisionGroup: number;
  91247. _collider: Nullable<Collider>;
  91248. _oldPositionForCollisions: Vector3;
  91249. _diffPositionForCollisions: Vector3;
  91250. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91251. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91252. }
  91253. }
  91254. declare module BABYLON {
  91255. /** @hidden */
  91256. class _FacetDataStorage {
  91257. facetPositions: Vector3[];
  91258. facetNormals: Vector3[];
  91259. facetPartitioning: number[][];
  91260. facetNb: number;
  91261. partitioningSubdivisions: number;
  91262. partitioningBBoxRatio: number;
  91263. facetDataEnabled: boolean;
  91264. facetParameters: any;
  91265. bbSize: Vector3;
  91266. subDiv: {
  91267. max: number;
  91268. X: number;
  91269. Y: number;
  91270. Z: number;
  91271. };
  91272. facetDepthSort: boolean;
  91273. facetDepthSortEnabled: boolean;
  91274. depthSortedIndices: IndicesArray;
  91275. depthSortedFacets: {
  91276. ind: number;
  91277. sqDistance: number;
  91278. }[];
  91279. facetDepthSortFunction: (f1: {
  91280. ind: number;
  91281. sqDistance: number;
  91282. }, f2: {
  91283. ind: number;
  91284. sqDistance: number;
  91285. }) => number;
  91286. facetDepthSortFrom: Vector3;
  91287. facetDepthSortOrigin: Vector3;
  91288. invertedMatrix: Matrix;
  91289. }
  91290. /**
  91291. * @hidden
  91292. **/
  91293. class _InternalAbstractMeshDataInfo {
  91294. _hasVertexAlpha: boolean;
  91295. _useVertexColors: boolean;
  91296. _numBoneInfluencers: number;
  91297. _applyFog: boolean;
  91298. _receiveShadows: boolean;
  91299. _facetData: _FacetDataStorage;
  91300. _visibility: number;
  91301. _skeleton: Nullable<Skeleton>;
  91302. _layerMask: number;
  91303. _computeBonesUsingShaders: boolean;
  91304. _isActive: boolean;
  91305. _onlyForInstances: boolean;
  91306. _isActiveIntermediate: boolean;
  91307. _onlyForInstancesIntermediate: boolean;
  91308. }
  91309. /**
  91310. * Class used to store all common mesh properties
  91311. */
  91312. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91313. /** No occlusion */
  91314. static OCCLUSION_TYPE_NONE: number;
  91315. /** Occlusion set to optimisitic */
  91316. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91317. /** Occlusion set to strict */
  91318. static OCCLUSION_TYPE_STRICT: number;
  91319. /** Use an accurante occlusion algorithm */
  91320. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91321. /** Use a conservative occlusion algorithm */
  91322. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91323. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91324. * Test order :
  91325. * Is the bounding sphere outside the frustum ?
  91326. * If not, are the bounding box vertices outside the frustum ?
  91327. * It not, then the cullable object is in the frustum.
  91328. */
  91329. static readonly CULLINGSTRATEGY_STANDARD: number;
  91330. /** Culling strategy : Bounding Sphere Only.
  91331. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91332. * It's also less accurate than the standard because some not visible objects can still be selected.
  91333. * Test : is the bounding sphere outside the frustum ?
  91334. * If not, then the cullable object is in the frustum.
  91335. */
  91336. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91337. /** Culling strategy : Optimistic Inclusion.
  91338. * This in an inclusion test first, then the standard exclusion test.
  91339. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91340. * 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.
  91341. * Anyway, it's as accurate as the standard strategy.
  91342. * Test :
  91343. * Is the cullable object bounding sphere center in the frustum ?
  91344. * If not, apply the default culling strategy.
  91345. */
  91346. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91347. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91348. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91349. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91350. * 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.
  91351. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91352. * Test :
  91353. * Is the cullable object bounding sphere center in the frustum ?
  91354. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91355. */
  91356. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91357. /**
  91358. * No billboard
  91359. */
  91360. static readonly BILLBOARDMODE_NONE: number;
  91361. /** Billboard on X axis */
  91362. static readonly BILLBOARDMODE_X: number;
  91363. /** Billboard on Y axis */
  91364. static readonly BILLBOARDMODE_Y: number;
  91365. /** Billboard on Z axis */
  91366. static readonly BILLBOARDMODE_Z: number;
  91367. /** Billboard on all axes */
  91368. static readonly BILLBOARDMODE_ALL: number;
  91369. /** Billboard on using position instead of orientation */
  91370. static readonly BILLBOARDMODE_USE_POSITION: number;
  91371. /** @hidden */
  91372. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91373. /**
  91374. * The culling strategy to use to check whether the mesh must be rendered or not.
  91375. * This value can be changed at any time and will be used on the next render mesh selection.
  91376. * The possible values are :
  91377. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91378. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91379. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91380. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91381. * Please read each static variable documentation to get details about the culling process.
  91382. * */
  91383. cullingStrategy: number;
  91384. /**
  91385. * Gets the number of facets in the mesh
  91386. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91387. */
  91388. readonly facetNb: number;
  91389. /**
  91390. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91391. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91392. */
  91393. partitioningSubdivisions: number;
  91394. /**
  91395. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91396. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91397. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91398. */
  91399. partitioningBBoxRatio: number;
  91400. /**
  91401. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91402. * Works only for updatable meshes.
  91403. * Doesn't work with multi-materials
  91404. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91405. */
  91406. mustDepthSortFacets: boolean;
  91407. /**
  91408. * The location (Vector3) where the facet depth sort must be computed from.
  91409. * By default, the active camera position.
  91410. * Used only when facet depth sort is enabled
  91411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91412. */
  91413. facetDepthSortFrom: Vector3;
  91414. /**
  91415. * gets a boolean indicating if facetData is enabled
  91416. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91417. */
  91418. readonly isFacetDataEnabled: boolean;
  91419. /** @hidden */
  91420. _updateNonUniformScalingState(value: boolean): boolean;
  91421. /**
  91422. * An event triggered when this mesh collides with another one
  91423. */
  91424. onCollideObservable: Observable<AbstractMesh>;
  91425. /** Set a function to call when this mesh collides with another one */
  91426. onCollide: () => void;
  91427. /**
  91428. * An event triggered when the collision's position changes
  91429. */
  91430. onCollisionPositionChangeObservable: Observable<Vector3>;
  91431. /** Set a function to call when the collision's position changes */
  91432. onCollisionPositionChange: () => void;
  91433. /**
  91434. * An event triggered when material is changed
  91435. */
  91436. onMaterialChangedObservable: Observable<AbstractMesh>;
  91437. /**
  91438. * Gets or sets the orientation for POV movement & rotation
  91439. */
  91440. definedFacingForward: boolean;
  91441. /** @hidden */
  91442. _occlusionQuery: Nullable<WebGLQuery>;
  91443. /** @hidden */
  91444. _renderingGroup: Nullable<RenderingGroup>;
  91445. /**
  91446. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91447. */
  91448. /**
  91449. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91450. */
  91451. visibility: number;
  91452. /** Gets or sets the alpha index used to sort transparent meshes
  91453. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91454. */
  91455. alphaIndex: number;
  91456. /**
  91457. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91458. */
  91459. isVisible: boolean;
  91460. /**
  91461. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91462. */
  91463. isPickable: boolean;
  91464. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91465. showSubMeshesBoundingBox: boolean;
  91466. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91467. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91468. */
  91469. isBlocker: boolean;
  91470. /**
  91471. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91472. */
  91473. enablePointerMoveEvents: boolean;
  91474. /**
  91475. * Specifies the rendering group id for this mesh (0 by default)
  91476. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91477. */
  91478. renderingGroupId: number;
  91479. private _material;
  91480. /** Gets or sets current material */
  91481. material: Nullable<Material>;
  91482. /**
  91483. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91484. * @see http://doc.babylonjs.com/babylon101/shadows
  91485. */
  91486. receiveShadows: boolean;
  91487. /** Defines color to use when rendering outline */
  91488. outlineColor: Color3;
  91489. /** Define width to use when rendering outline */
  91490. outlineWidth: number;
  91491. /** Defines color to use when rendering overlay */
  91492. overlayColor: Color3;
  91493. /** Defines alpha to use when rendering overlay */
  91494. overlayAlpha: number;
  91495. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91496. hasVertexAlpha: boolean;
  91497. /** 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) */
  91498. useVertexColors: boolean;
  91499. /**
  91500. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91501. */
  91502. computeBonesUsingShaders: boolean;
  91503. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91504. numBoneInfluencers: number;
  91505. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91506. applyFog: boolean;
  91507. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91508. useOctreeForRenderingSelection: boolean;
  91509. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91510. useOctreeForPicking: boolean;
  91511. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91512. useOctreeForCollisions: boolean;
  91513. /**
  91514. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91515. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91516. */
  91517. layerMask: number;
  91518. /**
  91519. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91520. */
  91521. alwaysSelectAsActiveMesh: boolean;
  91522. /**
  91523. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91524. */
  91525. doNotSyncBoundingInfo: boolean;
  91526. /**
  91527. * Gets or sets the current action manager
  91528. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91529. */
  91530. actionManager: Nullable<AbstractActionManager>;
  91531. private _meshCollisionData;
  91532. /**
  91533. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91534. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91535. */
  91536. ellipsoid: Vector3;
  91537. /**
  91538. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91539. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91540. */
  91541. ellipsoidOffset: Vector3;
  91542. /**
  91543. * Gets or sets a collision mask used to mask collisions (default is -1).
  91544. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91545. */
  91546. collisionMask: number;
  91547. /**
  91548. * Gets or sets the current collision group mask (-1 by default).
  91549. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91550. */
  91551. collisionGroup: number;
  91552. /**
  91553. * Defines edge width used when edgesRenderer is enabled
  91554. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91555. */
  91556. edgesWidth: number;
  91557. /**
  91558. * Defines edge color used when edgesRenderer is enabled
  91559. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91560. */
  91561. edgesColor: Color4;
  91562. /** @hidden */
  91563. _edgesRenderer: Nullable<IEdgesRenderer>;
  91564. /** @hidden */
  91565. _masterMesh: Nullable<AbstractMesh>;
  91566. /** @hidden */
  91567. _boundingInfo: Nullable<BoundingInfo>;
  91568. /** @hidden */
  91569. _renderId: number;
  91570. /**
  91571. * Gets or sets the list of subMeshes
  91572. * @see http://doc.babylonjs.com/how_to/multi_materials
  91573. */
  91574. subMeshes: SubMesh[];
  91575. /** @hidden */
  91576. _intersectionsInProgress: AbstractMesh[];
  91577. /** @hidden */
  91578. _unIndexed: boolean;
  91579. /** @hidden */
  91580. _lightSources: Light[];
  91581. /** Gets the list of lights affecting that mesh */
  91582. readonly lightSources: Light[];
  91583. /** @hidden */
  91584. readonly _positions: Nullable<Vector3[]>;
  91585. /** @hidden */
  91586. _waitingData: {
  91587. lods: Nullable<any>;
  91588. actions: Nullable<any>;
  91589. freezeWorldMatrix: Nullable<boolean>;
  91590. };
  91591. /** @hidden */
  91592. _bonesTransformMatrices: Nullable<Float32Array>;
  91593. /** @hidden */
  91594. _transformMatrixTexture: Nullable<RawTexture>;
  91595. /**
  91596. * Gets or sets a skeleton to apply skining transformations
  91597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91598. */
  91599. skeleton: Nullable<Skeleton>;
  91600. /**
  91601. * An event triggered when the mesh is rebuilt.
  91602. */
  91603. onRebuildObservable: Observable<AbstractMesh>;
  91604. /**
  91605. * Creates a new AbstractMesh
  91606. * @param name defines the name of the mesh
  91607. * @param scene defines the hosting scene
  91608. */
  91609. constructor(name: string, scene?: Nullable<Scene>);
  91610. /**
  91611. * Returns the string "AbstractMesh"
  91612. * @returns "AbstractMesh"
  91613. */
  91614. getClassName(): string;
  91615. /**
  91616. * Gets a string representation of the current mesh
  91617. * @param fullDetails defines a boolean indicating if full details must be included
  91618. * @returns a string representation of the current mesh
  91619. */
  91620. toString(fullDetails?: boolean): string;
  91621. /**
  91622. * @hidden
  91623. */
  91624. protected _getEffectiveParent(): Nullable<Node>;
  91625. /** @hidden */
  91626. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91627. /** @hidden */
  91628. _rebuild(): void;
  91629. /** @hidden */
  91630. _resyncLightSources(): void;
  91631. /** @hidden */
  91632. _resyncLighSource(light: Light): void;
  91633. /** @hidden */
  91634. _unBindEffect(): void;
  91635. /** @hidden */
  91636. _removeLightSource(light: Light, dispose: boolean): void;
  91637. private _markSubMeshesAsDirty;
  91638. /** @hidden */
  91639. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91640. /** @hidden */
  91641. _markSubMeshesAsAttributesDirty(): void;
  91642. /** @hidden */
  91643. _markSubMeshesAsMiscDirty(): void;
  91644. /**
  91645. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91646. */
  91647. scaling: Vector3;
  91648. /**
  91649. * Returns true if the mesh is blocked. Implemented by child classes
  91650. */
  91651. readonly isBlocked: boolean;
  91652. /**
  91653. * Returns the mesh itself by default. Implemented by child classes
  91654. * @param camera defines the camera to use to pick the right LOD level
  91655. * @returns the currentAbstractMesh
  91656. */
  91657. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91658. /**
  91659. * Returns 0 by default. Implemented by child classes
  91660. * @returns an integer
  91661. */
  91662. getTotalVertices(): number;
  91663. /**
  91664. * Returns a positive integer : the total number of indices in this mesh geometry.
  91665. * @returns the numner of indices or zero if the mesh has no geometry.
  91666. */
  91667. getTotalIndices(): number;
  91668. /**
  91669. * Returns null by default. Implemented by child classes
  91670. * @returns null
  91671. */
  91672. getIndices(): Nullable<IndicesArray>;
  91673. /**
  91674. * Returns the array of the requested vertex data kind. Implemented by child classes
  91675. * @param kind defines the vertex data kind to use
  91676. * @returns null
  91677. */
  91678. getVerticesData(kind: string): Nullable<FloatArray>;
  91679. /**
  91680. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91681. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91682. * Note that a new underlying VertexBuffer object is created each call.
  91683. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91684. * @param kind defines vertex data kind:
  91685. * * VertexBuffer.PositionKind
  91686. * * VertexBuffer.UVKind
  91687. * * VertexBuffer.UV2Kind
  91688. * * VertexBuffer.UV3Kind
  91689. * * VertexBuffer.UV4Kind
  91690. * * VertexBuffer.UV5Kind
  91691. * * VertexBuffer.UV6Kind
  91692. * * VertexBuffer.ColorKind
  91693. * * VertexBuffer.MatricesIndicesKind
  91694. * * VertexBuffer.MatricesIndicesExtraKind
  91695. * * VertexBuffer.MatricesWeightsKind
  91696. * * VertexBuffer.MatricesWeightsExtraKind
  91697. * @param data defines the data source
  91698. * @param updatable defines if the data must be flagged as updatable (or static)
  91699. * @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
  91700. * @returns the current mesh
  91701. */
  91702. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91703. /**
  91704. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91705. * If the mesh has no geometry, it is simply returned as it is.
  91706. * @param kind defines vertex data kind:
  91707. * * VertexBuffer.PositionKind
  91708. * * VertexBuffer.UVKind
  91709. * * VertexBuffer.UV2Kind
  91710. * * VertexBuffer.UV3Kind
  91711. * * VertexBuffer.UV4Kind
  91712. * * VertexBuffer.UV5Kind
  91713. * * VertexBuffer.UV6Kind
  91714. * * VertexBuffer.ColorKind
  91715. * * VertexBuffer.MatricesIndicesKind
  91716. * * VertexBuffer.MatricesIndicesExtraKind
  91717. * * VertexBuffer.MatricesWeightsKind
  91718. * * VertexBuffer.MatricesWeightsExtraKind
  91719. * @param data defines the data source
  91720. * @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
  91721. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91722. * @returns the current mesh
  91723. */
  91724. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91725. /**
  91726. * Sets the mesh indices,
  91727. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91728. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91729. * @param totalVertices Defines the total number of vertices
  91730. * @returns the current mesh
  91731. */
  91732. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91733. /**
  91734. * Gets a boolean indicating if specific vertex data is present
  91735. * @param kind defines the vertex data kind to use
  91736. * @returns true is data kind is present
  91737. */
  91738. isVerticesDataPresent(kind: string): boolean;
  91739. /**
  91740. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91741. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91742. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91743. * @returns a BoundingInfo
  91744. */
  91745. getBoundingInfo(): BoundingInfo;
  91746. /**
  91747. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91748. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91749. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91750. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91751. * @returns the current mesh
  91752. */
  91753. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91754. /**
  91755. * Overwrite the current bounding info
  91756. * @param boundingInfo defines the new bounding info
  91757. * @returns the current mesh
  91758. */
  91759. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91760. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91761. readonly useBones: boolean;
  91762. /** @hidden */
  91763. _preActivate(): void;
  91764. /** @hidden */
  91765. _preActivateForIntermediateRendering(renderId: number): void;
  91766. /** @hidden */
  91767. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91768. /** @hidden */
  91769. _postActivate(): void;
  91770. /** @hidden */
  91771. _freeze(): void;
  91772. /** @hidden */
  91773. _unFreeze(): void;
  91774. /**
  91775. * Gets the current world matrix
  91776. * @returns a Matrix
  91777. */
  91778. getWorldMatrix(): Matrix;
  91779. /** @hidden */
  91780. _getWorldMatrixDeterminant(): number;
  91781. /**
  91782. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91783. */
  91784. readonly isAnInstance: boolean;
  91785. /**
  91786. * Gets a boolean indicating if this mesh has instances
  91787. */
  91788. readonly hasInstances: boolean;
  91789. /**
  91790. * Perform relative position change from the point of view of behind the front of the mesh.
  91791. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91792. * Supports definition of mesh facing forward or backward
  91793. * @param amountRight defines the distance on the right axis
  91794. * @param amountUp defines the distance on the up axis
  91795. * @param amountForward defines the distance on the forward axis
  91796. * @returns the current mesh
  91797. */
  91798. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91799. /**
  91800. * Calculate relative position change from the point of view of behind the front of the mesh.
  91801. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91802. * Supports definition of mesh facing forward or backward
  91803. * @param amountRight defines the distance on the right axis
  91804. * @param amountUp defines the distance on the up axis
  91805. * @param amountForward defines the distance on the forward axis
  91806. * @returns the new displacement vector
  91807. */
  91808. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91809. /**
  91810. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91811. * Supports definition of mesh facing forward or backward
  91812. * @param flipBack defines the flip
  91813. * @param twirlClockwise defines the twirl
  91814. * @param tiltRight defines the tilt
  91815. * @returns the current mesh
  91816. */
  91817. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91818. /**
  91819. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91820. * Supports definition of mesh facing forward or backward.
  91821. * @param flipBack defines the flip
  91822. * @param twirlClockwise defines the twirl
  91823. * @param tiltRight defines the tilt
  91824. * @returns the new rotation vector
  91825. */
  91826. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91827. /**
  91828. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91829. * This means the mesh underlying bounding box and sphere are recomputed.
  91830. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91831. * @returns the current mesh
  91832. */
  91833. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91834. /** @hidden */
  91835. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91836. /** @hidden */
  91837. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91838. /** @hidden */
  91839. _updateBoundingInfo(): AbstractMesh;
  91840. /** @hidden */
  91841. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91842. /** @hidden */
  91843. protected _afterComputeWorldMatrix(): void;
  91844. /** @hidden */
  91845. readonly _effectiveMesh: AbstractMesh;
  91846. /**
  91847. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91848. * A mesh is in the frustum if its bounding box intersects the frustum
  91849. * @param frustumPlanes defines the frustum to test
  91850. * @returns true if the mesh is in the frustum planes
  91851. */
  91852. isInFrustum(frustumPlanes: Plane[]): boolean;
  91853. /**
  91854. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91855. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91856. * @param frustumPlanes defines the frustum to test
  91857. * @returns true if the mesh is completely in the frustum planes
  91858. */
  91859. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91860. /**
  91861. * True if the mesh intersects another mesh or a SolidParticle object
  91862. * @param mesh defines a target mesh or SolidParticle to test
  91863. * @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)
  91864. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91865. * @returns true if there is an intersection
  91866. */
  91867. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91868. /**
  91869. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91870. * @param point defines the point to test
  91871. * @returns true if there is an intersection
  91872. */
  91873. intersectsPoint(point: Vector3): boolean;
  91874. /**
  91875. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91876. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91877. */
  91878. checkCollisions: boolean;
  91879. /**
  91880. * Gets Collider object used to compute collisions (not physics)
  91881. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91882. */
  91883. readonly collider: Nullable<Collider>;
  91884. /**
  91885. * Move the mesh using collision engine
  91886. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91887. * @param displacement defines the requested displacement vector
  91888. * @returns the current mesh
  91889. */
  91890. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91891. private _onCollisionPositionChange;
  91892. /** @hidden */
  91893. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91894. /** @hidden */
  91895. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91896. /** @hidden */
  91897. _checkCollision(collider: Collider): AbstractMesh;
  91898. /** @hidden */
  91899. _generatePointsArray(): boolean;
  91900. /**
  91901. * Checks if the passed Ray intersects with the mesh
  91902. * @param ray defines the ray to use
  91903. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91904. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91905. * @returns the picking info
  91906. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91907. */
  91908. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91909. /**
  91910. * Clones the current mesh
  91911. * @param name defines the mesh name
  91912. * @param newParent defines the new mesh parent
  91913. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91914. * @returns the new mesh
  91915. */
  91916. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91917. /**
  91918. * Disposes all the submeshes of the current meshnp
  91919. * @returns the current mesh
  91920. */
  91921. releaseSubMeshes(): AbstractMesh;
  91922. /**
  91923. * Releases resources associated with this abstract mesh.
  91924. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91925. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91926. */
  91927. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91928. /**
  91929. * Adds the passed mesh as a child to the current mesh
  91930. * @param mesh defines the child mesh
  91931. * @returns the current mesh
  91932. */
  91933. addChild(mesh: AbstractMesh): AbstractMesh;
  91934. /**
  91935. * Removes the passed mesh from the current mesh children list
  91936. * @param mesh defines the child mesh
  91937. * @returns the current mesh
  91938. */
  91939. removeChild(mesh: AbstractMesh): AbstractMesh;
  91940. /** @hidden */
  91941. private _initFacetData;
  91942. /**
  91943. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91944. * This method can be called within the render loop.
  91945. * 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
  91946. * @returns the current mesh
  91947. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91948. */
  91949. updateFacetData(): AbstractMesh;
  91950. /**
  91951. * Returns the facetLocalNormals array.
  91952. * The normals are expressed in the mesh local spac
  91953. * @returns an array of Vector3
  91954. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91955. */
  91956. getFacetLocalNormals(): Vector3[];
  91957. /**
  91958. * Returns the facetLocalPositions array.
  91959. * The facet positions are expressed in the mesh local space
  91960. * @returns an array of Vector3
  91961. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91962. */
  91963. getFacetLocalPositions(): Vector3[];
  91964. /**
  91965. * Returns the facetLocalPartioning array
  91966. * @returns an array of array of numbers
  91967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91968. */
  91969. getFacetLocalPartitioning(): number[][];
  91970. /**
  91971. * Returns the i-th facet position in the world system.
  91972. * This method allocates a new Vector3 per call
  91973. * @param i defines the facet index
  91974. * @returns a new Vector3
  91975. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91976. */
  91977. getFacetPosition(i: number): Vector3;
  91978. /**
  91979. * Sets the reference Vector3 with the i-th facet position in the world system
  91980. * @param i defines the facet index
  91981. * @param ref defines the target vector
  91982. * @returns the current mesh
  91983. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91984. */
  91985. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91986. /**
  91987. * Returns the i-th facet normal in the world system.
  91988. * This method allocates a new Vector3 per call
  91989. * @param i defines the facet index
  91990. * @returns a new Vector3
  91991. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91992. */
  91993. getFacetNormal(i: number): Vector3;
  91994. /**
  91995. * Sets the reference Vector3 with the i-th facet normal in the world system
  91996. * @param i defines the facet index
  91997. * @param ref defines the target vector
  91998. * @returns the current mesh
  91999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92000. */
  92001. getFacetNormalToRef(i: number, ref: Vector3): this;
  92002. /**
  92003. * 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)
  92004. * @param x defines x coordinate
  92005. * @param y defines y coordinate
  92006. * @param z defines z coordinate
  92007. * @returns the array of facet indexes
  92008. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92009. */
  92010. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  92011. /**
  92012. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  92013. * @param projected sets as the (x,y,z) world projection on the facet
  92014. * @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
  92015. * @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
  92016. * @param x defines x coordinate
  92017. * @param y defines y coordinate
  92018. * @param z defines z coordinate
  92019. * @returns the face index if found (or null instead)
  92020. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92021. */
  92022. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92023. /**
  92024. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  92025. * @param projected sets as the (x,y,z) local projection on the facet
  92026. * @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
  92027. * @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
  92028. * @param x defines x coordinate
  92029. * @param y defines y coordinate
  92030. * @param z defines z coordinate
  92031. * @returns the face index if found (or null instead)
  92032. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92033. */
  92034. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92035. /**
  92036. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  92037. * @returns the parameters
  92038. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92039. */
  92040. getFacetDataParameters(): any;
  92041. /**
  92042. * Disables the feature FacetData and frees the related memory
  92043. * @returns the current mesh
  92044. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92045. */
  92046. disableFacetData(): AbstractMesh;
  92047. /**
  92048. * Updates the AbstractMesh indices array
  92049. * @param indices defines the data source
  92050. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92051. * @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)
  92052. * @returns the current mesh
  92053. */
  92054. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92055. /**
  92056. * Creates new normals data for the mesh
  92057. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  92058. * @returns the current mesh
  92059. */
  92060. createNormals(updatable: boolean): AbstractMesh;
  92061. /**
  92062. * Align the mesh with a normal
  92063. * @param normal defines the normal to use
  92064. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  92065. * @returns the current mesh
  92066. */
  92067. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  92068. /** @hidden */
  92069. _checkOcclusionQuery(): boolean;
  92070. /**
  92071. * Disables the mesh edge rendering mode
  92072. * @returns the currentAbstractMesh
  92073. */
  92074. disableEdgesRendering(): AbstractMesh;
  92075. /**
  92076. * Enables the edge rendering mode on the mesh.
  92077. * This mode makes the mesh edges visible
  92078. * @param epsilon defines the maximal distance between two angles to detect a face
  92079. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92080. * @returns the currentAbstractMesh
  92081. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92082. */
  92083. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  92084. }
  92085. }
  92086. declare module BABYLON {
  92087. /**
  92088. * Interface used to define ActionEvent
  92089. */
  92090. export interface IActionEvent {
  92091. /** The mesh or sprite that triggered the action */
  92092. source: any;
  92093. /** The X mouse cursor position at the time of the event */
  92094. pointerX: number;
  92095. /** The Y mouse cursor position at the time of the event */
  92096. pointerY: number;
  92097. /** The mesh that is currently pointed at (can be null) */
  92098. meshUnderPointer: Nullable<AbstractMesh>;
  92099. /** the original (browser) event that triggered the ActionEvent */
  92100. sourceEvent?: any;
  92101. /** additional data for the event */
  92102. additionalData?: any;
  92103. }
  92104. /**
  92105. * ActionEvent is the event being sent when an action is triggered.
  92106. */
  92107. export class ActionEvent implements IActionEvent {
  92108. /** The mesh or sprite that triggered the action */
  92109. source: any;
  92110. /** The X mouse cursor position at the time of the event */
  92111. pointerX: number;
  92112. /** The Y mouse cursor position at the time of the event */
  92113. pointerY: number;
  92114. /** The mesh that is currently pointed at (can be null) */
  92115. meshUnderPointer: Nullable<AbstractMesh>;
  92116. /** the original (browser) event that triggered the ActionEvent */
  92117. sourceEvent?: any;
  92118. /** additional data for the event */
  92119. additionalData?: any;
  92120. /**
  92121. * Creates a new ActionEvent
  92122. * @param source The mesh or sprite that triggered the action
  92123. * @param pointerX The X mouse cursor position at the time of the event
  92124. * @param pointerY The Y mouse cursor position at the time of the event
  92125. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  92126. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  92127. * @param additionalData additional data for the event
  92128. */
  92129. constructor(
  92130. /** The mesh or sprite that triggered the action */
  92131. source: any,
  92132. /** The X mouse cursor position at the time of the event */
  92133. pointerX: number,
  92134. /** The Y mouse cursor position at the time of the event */
  92135. pointerY: number,
  92136. /** The mesh that is currently pointed at (can be null) */
  92137. meshUnderPointer: Nullable<AbstractMesh>,
  92138. /** the original (browser) event that triggered the ActionEvent */
  92139. sourceEvent?: any,
  92140. /** additional data for the event */
  92141. additionalData?: any);
  92142. /**
  92143. * Helper function to auto-create an ActionEvent from a source mesh.
  92144. * @param source The source mesh that triggered the event
  92145. * @param evt The original (browser) event
  92146. * @param additionalData additional data for the event
  92147. * @returns the new ActionEvent
  92148. */
  92149. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  92150. /**
  92151. * Helper function to auto-create an ActionEvent from a source sprite
  92152. * @param source The source sprite that triggered the event
  92153. * @param scene Scene associated with the sprite
  92154. * @param evt The original (browser) event
  92155. * @param additionalData additional data for the event
  92156. * @returns the new ActionEvent
  92157. */
  92158. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  92159. /**
  92160. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  92161. * @param scene the scene where the event occurred
  92162. * @param evt The original (browser) event
  92163. * @returns the new ActionEvent
  92164. */
  92165. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  92166. /**
  92167. * Helper function to auto-create an ActionEvent from a primitive
  92168. * @param prim defines the target primitive
  92169. * @param pointerPos defines the pointer position
  92170. * @param evt The original (browser) event
  92171. * @param additionalData additional data for the event
  92172. * @returns the new ActionEvent
  92173. */
  92174. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  92175. }
  92176. }
  92177. declare module BABYLON {
  92178. /**
  92179. * Abstract class used to decouple action Manager from scene and meshes.
  92180. * Do not instantiate.
  92181. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  92182. */
  92183. export abstract class AbstractActionManager implements IDisposable {
  92184. /** Gets the list of active triggers */
  92185. static Triggers: {
  92186. [key: string]: number;
  92187. };
  92188. /** Gets the cursor to use when hovering items */
  92189. hoverCursor: string;
  92190. /** Gets the list of actions */
  92191. actions: IAction[];
  92192. /**
  92193. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92194. */
  92195. isRecursive: boolean;
  92196. /**
  92197. * Releases all associated resources
  92198. */
  92199. abstract dispose(): void;
  92200. /**
  92201. * Does this action manager has pointer triggers
  92202. */
  92203. abstract readonly hasPointerTriggers: boolean;
  92204. /**
  92205. * Does this action manager has pick triggers
  92206. */
  92207. abstract readonly hasPickTriggers: boolean;
  92208. /**
  92209. * Process a specific trigger
  92210. * @param trigger defines the trigger to process
  92211. * @param evt defines the event details to be processed
  92212. */
  92213. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92214. /**
  92215. * Does this action manager handles actions of any of the given triggers
  92216. * @param triggers defines the triggers to be tested
  92217. * @return a boolean indicating whether one (or more) of the triggers is handled
  92218. */
  92219. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92220. /**
  92221. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92222. * speed.
  92223. * @param triggerA defines the trigger to be tested
  92224. * @param triggerB defines the trigger to be tested
  92225. * @return a boolean indicating whether one (or more) of the triggers is handled
  92226. */
  92227. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92228. /**
  92229. * Does this action manager handles actions of a given trigger
  92230. * @param trigger defines the trigger to be tested
  92231. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92232. * @return whether the trigger is handled
  92233. */
  92234. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92235. /**
  92236. * Serialize this manager to a JSON object
  92237. * @param name defines the property name to store this manager
  92238. * @returns a JSON representation of this manager
  92239. */
  92240. abstract serialize(name: string): any;
  92241. /**
  92242. * Registers an action to this action manager
  92243. * @param action defines the action to be registered
  92244. * @return the action amended (prepared) after registration
  92245. */
  92246. abstract registerAction(action: IAction): Nullable<IAction>;
  92247. /**
  92248. * Unregisters an action to this action manager
  92249. * @param action defines the action to be unregistered
  92250. * @return a boolean indicating whether the action has been unregistered
  92251. */
  92252. abstract unregisterAction(action: IAction): Boolean;
  92253. /**
  92254. * Does exist one action manager with at least one trigger
  92255. **/
  92256. static readonly HasTriggers: boolean;
  92257. /**
  92258. * Does exist one action manager with at least one pick trigger
  92259. **/
  92260. static readonly HasPickTriggers: boolean;
  92261. /**
  92262. * Does exist one action manager that handles actions of a given trigger
  92263. * @param trigger defines the trigger to be tested
  92264. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92265. **/
  92266. static HasSpecificTrigger(trigger: number): boolean;
  92267. }
  92268. }
  92269. declare module BABYLON {
  92270. /**
  92271. * Defines how a node can be built from a string name.
  92272. */
  92273. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92274. /**
  92275. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92276. */
  92277. export class Node implements IBehaviorAware<Node> {
  92278. /** @hidden */
  92279. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92280. private static _NodeConstructors;
  92281. /**
  92282. * Add a new node constructor
  92283. * @param type defines the type name of the node to construct
  92284. * @param constructorFunc defines the constructor function
  92285. */
  92286. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92287. /**
  92288. * Returns a node constructor based on type name
  92289. * @param type defines the type name
  92290. * @param name defines the new node name
  92291. * @param scene defines the hosting scene
  92292. * @param options defines optional options to transmit to constructors
  92293. * @returns the new constructor or null
  92294. */
  92295. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92296. /**
  92297. * Gets or sets the name of the node
  92298. */
  92299. name: string;
  92300. /**
  92301. * Gets or sets the id of the node
  92302. */
  92303. id: string;
  92304. /**
  92305. * Gets or sets the unique id of the node
  92306. */
  92307. uniqueId: number;
  92308. /**
  92309. * Gets or sets a string used to store user defined state for the node
  92310. */
  92311. state: string;
  92312. /**
  92313. * Gets or sets an object used to store user defined information for the node
  92314. */
  92315. metadata: any;
  92316. /**
  92317. * For internal use only. Please do not use.
  92318. */
  92319. reservedDataStore: any;
  92320. /**
  92321. * List of inspectable custom properties (used by the Inspector)
  92322. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92323. */
  92324. inspectableCustomProperties: IInspectable[];
  92325. /**
  92326. * Gets or sets a boolean used to define if the node must be serialized
  92327. */
  92328. doNotSerialize: boolean;
  92329. /** @hidden */
  92330. _isDisposed: boolean;
  92331. /**
  92332. * Gets a list of Animations associated with the node
  92333. */
  92334. animations: Animation[];
  92335. protected _ranges: {
  92336. [name: string]: Nullable<AnimationRange>;
  92337. };
  92338. /**
  92339. * Callback raised when the node is ready to be used
  92340. */
  92341. onReady: Nullable<(node: Node) => void>;
  92342. private _isEnabled;
  92343. private _isParentEnabled;
  92344. private _isReady;
  92345. /** @hidden */
  92346. _currentRenderId: number;
  92347. private _parentUpdateId;
  92348. /** @hidden */
  92349. _childUpdateId: number;
  92350. /** @hidden */
  92351. _waitingParentId: Nullable<string>;
  92352. /** @hidden */
  92353. _scene: Scene;
  92354. /** @hidden */
  92355. _cache: any;
  92356. private _parentNode;
  92357. private _children;
  92358. /** @hidden */
  92359. _worldMatrix: Matrix;
  92360. /** @hidden */
  92361. _worldMatrixDeterminant: number;
  92362. /** @hidden */
  92363. _worldMatrixDeterminantIsDirty: boolean;
  92364. /** @hidden */
  92365. private _sceneRootNodesIndex;
  92366. /**
  92367. * Gets a boolean indicating if the node has been disposed
  92368. * @returns true if the node was disposed
  92369. */
  92370. isDisposed(): boolean;
  92371. /**
  92372. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92373. * @see https://doc.babylonjs.com/how_to/parenting
  92374. */
  92375. parent: Nullable<Node>;
  92376. private addToSceneRootNodes;
  92377. private removeFromSceneRootNodes;
  92378. private _animationPropertiesOverride;
  92379. /**
  92380. * Gets or sets the animation properties override
  92381. */
  92382. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92383. /**
  92384. * Gets a string idenfifying the name of the class
  92385. * @returns "Node" string
  92386. */
  92387. getClassName(): string;
  92388. /** @hidden */
  92389. readonly _isNode: boolean;
  92390. /**
  92391. * An event triggered when the mesh is disposed
  92392. */
  92393. onDisposeObservable: Observable<Node>;
  92394. private _onDisposeObserver;
  92395. /**
  92396. * Sets a callback that will be raised when the node will be disposed
  92397. */
  92398. onDispose: () => void;
  92399. /**
  92400. * Creates a new Node
  92401. * @param name the name and id to be given to this node
  92402. * @param scene the scene this node will be added to
  92403. * @param addToRootNodes the node will be added to scene.rootNodes
  92404. */
  92405. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92406. /**
  92407. * Gets the scene of the node
  92408. * @returns a scene
  92409. */
  92410. getScene(): Scene;
  92411. /**
  92412. * Gets the engine of the node
  92413. * @returns a Engine
  92414. */
  92415. getEngine(): Engine;
  92416. private _behaviors;
  92417. /**
  92418. * Attach a behavior to the node
  92419. * @see http://doc.babylonjs.com/features/behaviour
  92420. * @param behavior defines the behavior to attach
  92421. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92422. * @returns the current Node
  92423. */
  92424. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92425. /**
  92426. * Remove an attached behavior
  92427. * @see http://doc.babylonjs.com/features/behaviour
  92428. * @param behavior defines the behavior to attach
  92429. * @returns the current Node
  92430. */
  92431. removeBehavior(behavior: Behavior<Node>): Node;
  92432. /**
  92433. * Gets the list of attached behaviors
  92434. * @see http://doc.babylonjs.com/features/behaviour
  92435. */
  92436. readonly behaviors: Behavior<Node>[];
  92437. /**
  92438. * Gets an attached behavior by name
  92439. * @param name defines the name of the behavior to look for
  92440. * @see http://doc.babylonjs.com/features/behaviour
  92441. * @returns null if behavior was not found else the requested behavior
  92442. */
  92443. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92444. /**
  92445. * Returns the latest update of the World matrix
  92446. * @returns a Matrix
  92447. */
  92448. getWorldMatrix(): Matrix;
  92449. /** @hidden */
  92450. _getWorldMatrixDeterminant(): number;
  92451. /**
  92452. * Returns directly the latest state of the mesh World matrix.
  92453. * A Matrix is returned.
  92454. */
  92455. readonly worldMatrixFromCache: Matrix;
  92456. /** @hidden */
  92457. _initCache(): void;
  92458. /** @hidden */
  92459. updateCache(force?: boolean): void;
  92460. /** @hidden */
  92461. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92462. /** @hidden */
  92463. _updateCache(ignoreParentClass?: boolean): void;
  92464. /** @hidden */
  92465. _isSynchronized(): boolean;
  92466. /** @hidden */
  92467. _markSyncedWithParent(): void;
  92468. /** @hidden */
  92469. isSynchronizedWithParent(): boolean;
  92470. /** @hidden */
  92471. isSynchronized(): boolean;
  92472. /**
  92473. * Is this node ready to be used/rendered
  92474. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92475. * @return true if the node is ready
  92476. */
  92477. isReady(completeCheck?: boolean): boolean;
  92478. /**
  92479. * Is this node enabled?
  92480. * 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
  92481. * @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
  92482. * @return whether this node (and its parent) is enabled
  92483. */
  92484. isEnabled(checkAncestors?: boolean): boolean;
  92485. /** @hidden */
  92486. protected _syncParentEnabledState(): void;
  92487. /**
  92488. * Set the enabled state of this node
  92489. * @param value defines the new enabled state
  92490. */
  92491. setEnabled(value: boolean): void;
  92492. /**
  92493. * Is this node a descendant of the given node?
  92494. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92495. * @param ancestor defines the parent node to inspect
  92496. * @returns a boolean indicating if this node is a descendant of the given node
  92497. */
  92498. isDescendantOf(ancestor: Node): boolean;
  92499. /** @hidden */
  92500. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92501. /**
  92502. * Will return all nodes that have this node as ascendant
  92503. * @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
  92504. * @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
  92505. * @return all children nodes of all types
  92506. */
  92507. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92508. /**
  92509. * Get all child-meshes of this node
  92510. * @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)
  92511. * @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
  92512. * @returns an array of AbstractMesh
  92513. */
  92514. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92515. /**
  92516. * Get all direct children of this node
  92517. * @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
  92518. * @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)
  92519. * @returns an array of Node
  92520. */
  92521. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92522. /** @hidden */
  92523. _setReady(state: boolean): void;
  92524. /**
  92525. * Get an animation by name
  92526. * @param name defines the name of the animation to look for
  92527. * @returns null if not found else the requested animation
  92528. */
  92529. getAnimationByName(name: string): Nullable<Animation>;
  92530. /**
  92531. * Creates an animation range for this node
  92532. * @param name defines the name of the range
  92533. * @param from defines the starting key
  92534. * @param to defines the end key
  92535. */
  92536. createAnimationRange(name: string, from: number, to: number): void;
  92537. /**
  92538. * Delete a specific animation range
  92539. * @param name defines the name of the range to delete
  92540. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92541. */
  92542. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92543. /**
  92544. * Get an animation range by name
  92545. * @param name defines the name of the animation range to look for
  92546. * @returns null if not found else the requested animation range
  92547. */
  92548. getAnimationRange(name: string): Nullable<AnimationRange>;
  92549. /**
  92550. * Gets the list of all animation ranges defined on this node
  92551. * @returns an array
  92552. */
  92553. getAnimationRanges(): Nullable<AnimationRange>[];
  92554. /**
  92555. * Will start the animation sequence
  92556. * @param name defines the range frames for animation sequence
  92557. * @param loop defines if the animation should loop (false by default)
  92558. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92559. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92560. * @returns the object created for this animation. If range does not exist, it will return null
  92561. */
  92562. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92563. /**
  92564. * Serialize animation ranges into a JSON compatible object
  92565. * @returns serialization object
  92566. */
  92567. serializeAnimationRanges(): any;
  92568. /**
  92569. * Computes the world matrix of the node
  92570. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92571. * @returns the world matrix
  92572. */
  92573. computeWorldMatrix(force?: boolean): Matrix;
  92574. /**
  92575. * Releases resources associated with this node.
  92576. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92577. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92578. */
  92579. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92580. /**
  92581. * Parse animation range data from a serialization object and store them into a given node
  92582. * @param node defines where to store the animation ranges
  92583. * @param parsedNode defines the serialization object to read data from
  92584. * @param scene defines the hosting scene
  92585. */
  92586. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92587. /**
  92588. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92589. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92590. * @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
  92591. * @returns the new bounding vectors
  92592. */
  92593. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92594. min: Vector3;
  92595. max: Vector3;
  92596. };
  92597. }
  92598. }
  92599. declare module BABYLON {
  92600. /**
  92601. * @hidden
  92602. */
  92603. export class _IAnimationState {
  92604. key: number;
  92605. repeatCount: number;
  92606. workValue?: any;
  92607. loopMode?: number;
  92608. offsetValue?: any;
  92609. highLimitValue?: any;
  92610. }
  92611. /**
  92612. * Class used to store any kind of animation
  92613. */
  92614. export class Animation {
  92615. /**Name of the animation */
  92616. name: string;
  92617. /**Property to animate */
  92618. targetProperty: string;
  92619. /**The frames per second of the animation */
  92620. framePerSecond: number;
  92621. /**The data type of the animation */
  92622. dataType: number;
  92623. /**The loop mode of the animation */
  92624. loopMode?: number | undefined;
  92625. /**Specifies if blending should be enabled */
  92626. enableBlending?: boolean | undefined;
  92627. /**
  92628. * Use matrix interpolation instead of using direct key value when animating matrices
  92629. */
  92630. static AllowMatricesInterpolation: boolean;
  92631. /**
  92632. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92633. */
  92634. static AllowMatrixDecomposeForInterpolation: boolean;
  92635. /**
  92636. * Stores the key frames of the animation
  92637. */
  92638. private _keys;
  92639. /**
  92640. * Stores the easing function of the animation
  92641. */
  92642. private _easingFunction;
  92643. /**
  92644. * @hidden Internal use only
  92645. */
  92646. _runtimeAnimations: RuntimeAnimation[];
  92647. /**
  92648. * The set of event that will be linked to this animation
  92649. */
  92650. private _events;
  92651. /**
  92652. * Stores an array of target property paths
  92653. */
  92654. targetPropertyPath: string[];
  92655. /**
  92656. * Stores the blending speed of the animation
  92657. */
  92658. blendingSpeed: number;
  92659. /**
  92660. * Stores the animation ranges for the animation
  92661. */
  92662. private _ranges;
  92663. /**
  92664. * @hidden Internal use
  92665. */
  92666. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92667. /**
  92668. * Sets up an animation
  92669. * @param property The property to animate
  92670. * @param animationType The animation type to apply
  92671. * @param framePerSecond The frames per second of the animation
  92672. * @param easingFunction The easing function used in the animation
  92673. * @returns The created animation
  92674. */
  92675. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92676. /**
  92677. * Create and start an animation on a node
  92678. * @param name defines the name of the global animation that will be run on all nodes
  92679. * @param node defines the root node where the animation will take place
  92680. * @param targetProperty defines property to animate
  92681. * @param framePerSecond defines the number of frame per second yo use
  92682. * @param totalFrame defines the number of frames in total
  92683. * @param from defines the initial value
  92684. * @param to defines the final value
  92685. * @param loopMode defines which loop mode you want to use (off by default)
  92686. * @param easingFunction defines the easing function to use (linear by default)
  92687. * @param onAnimationEnd defines the callback to call when animation end
  92688. * @returns the animatable created for this animation
  92689. */
  92690. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92691. /**
  92692. * Create and start an animation on a node and its descendants
  92693. * @param name defines the name of the global animation that will be run on all nodes
  92694. * @param node defines the root node where the animation will take place
  92695. * @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
  92696. * @param targetProperty defines property to animate
  92697. * @param framePerSecond defines the number of frame per second to use
  92698. * @param totalFrame defines the number of frames in total
  92699. * @param from defines the initial value
  92700. * @param to defines the final value
  92701. * @param loopMode defines which loop mode you want to use (off by default)
  92702. * @param easingFunction defines the easing function to use (linear by default)
  92703. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92704. * @returns the list of animatables created for all nodes
  92705. * @example https://www.babylonjs-playground.com/#MH0VLI
  92706. */
  92707. 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[]>;
  92708. /**
  92709. * Creates a new animation, merges it with the existing animations and starts it
  92710. * @param name Name of the animation
  92711. * @param node Node which contains the scene that begins the animations
  92712. * @param targetProperty Specifies which property to animate
  92713. * @param framePerSecond The frames per second of the animation
  92714. * @param totalFrame The total number of frames
  92715. * @param from The frame at the beginning of the animation
  92716. * @param to The frame at the end of the animation
  92717. * @param loopMode Specifies the loop mode of the animation
  92718. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92719. * @param onAnimationEnd Callback to run once the animation is complete
  92720. * @returns Nullable animation
  92721. */
  92722. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92723. /**
  92724. * Transition property of an host to the target Value
  92725. * @param property The property to transition
  92726. * @param targetValue The target Value of the property
  92727. * @param host The object where the property to animate belongs
  92728. * @param scene Scene used to run the animation
  92729. * @param frameRate Framerate (in frame/s) to use
  92730. * @param transition The transition type we want to use
  92731. * @param duration The duration of the animation, in milliseconds
  92732. * @param onAnimationEnd Callback trigger at the end of the animation
  92733. * @returns Nullable animation
  92734. */
  92735. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92736. /**
  92737. * Return the array of runtime animations currently using this animation
  92738. */
  92739. readonly runtimeAnimations: RuntimeAnimation[];
  92740. /**
  92741. * Specifies if any of the runtime animations are currently running
  92742. */
  92743. readonly hasRunningRuntimeAnimations: boolean;
  92744. /**
  92745. * Initializes the animation
  92746. * @param name Name of the animation
  92747. * @param targetProperty Property to animate
  92748. * @param framePerSecond The frames per second of the animation
  92749. * @param dataType The data type of the animation
  92750. * @param loopMode The loop mode of the animation
  92751. * @param enableBlending Specifies if blending should be enabled
  92752. */
  92753. constructor(
  92754. /**Name of the animation */
  92755. name: string,
  92756. /**Property to animate */
  92757. targetProperty: string,
  92758. /**The frames per second of the animation */
  92759. framePerSecond: number,
  92760. /**The data type of the animation */
  92761. dataType: number,
  92762. /**The loop mode of the animation */
  92763. loopMode?: number | undefined,
  92764. /**Specifies if blending should be enabled */
  92765. enableBlending?: boolean | undefined);
  92766. /**
  92767. * Converts the animation to a string
  92768. * @param fullDetails support for multiple levels of logging within scene loading
  92769. * @returns String form of the animation
  92770. */
  92771. toString(fullDetails?: boolean): string;
  92772. /**
  92773. * Add an event to this animation
  92774. * @param event Event to add
  92775. */
  92776. addEvent(event: AnimationEvent): void;
  92777. /**
  92778. * Remove all events found at the given frame
  92779. * @param frame The frame to remove events from
  92780. */
  92781. removeEvents(frame: number): void;
  92782. /**
  92783. * Retrieves all the events from the animation
  92784. * @returns Events from the animation
  92785. */
  92786. getEvents(): AnimationEvent[];
  92787. /**
  92788. * Creates an animation range
  92789. * @param name Name of the animation range
  92790. * @param from Starting frame of the animation range
  92791. * @param to Ending frame of the animation
  92792. */
  92793. createRange(name: string, from: number, to: number): void;
  92794. /**
  92795. * Deletes an animation range by name
  92796. * @param name Name of the animation range to delete
  92797. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92798. */
  92799. deleteRange(name: string, deleteFrames?: boolean): void;
  92800. /**
  92801. * Gets the animation range by name, or null if not defined
  92802. * @param name Name of the animation range
  92803. * @returns Nullable animation range
  92804. */
  92805. getRange(name: string): Nullable<AnimationRange>;
  92806. /**
  92807. * Gets the key frames from the animation
  92808. * @returns The key frames of the animation
  92809. */
  92810. getKeys(): Array<IAnimationKey>;
  92811. /**
  92812. * Gets the highest frame rate of the animation
  92813. * @returns Highest frame rate of the animation
  92814. */
  92815. getHighestFrame(): number;
  92816. /**
  92817. * Gets the easing function of the animation
  92818. * @returns Easing function of the animation
  92819. */
  92820. getEasingFunction(): IEasingFunction;
  92821. /**
  92822. * Sets the easing function of the animation
  92823. * @param easingFunction A custom mathematical formula for animation
  92824. */
  92825. setEasingFunction(easingFunction: EasingFunction): void;
  92826. /**
  92827. * Interpolates a scalar linearly
  92828. * @param startValue Start value of the animation curve
  92829. * @param endValue End value of the animation curve
  92830. * @param gradient Scalar amount to interpolate
  92831. * @returns Interpolated scalar value
  92832. */
  92833. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92834. /**
  92835. * Interpolates a scalar cubically
  92836. * @param startValue Start value of the animation curve
  92837. * @param outTangent End tangent of the animation
  92838. * @param endValue End value of the animation curve
  92839. * @param inTangent Start tangent of the animation curve
  92840. * @param gradient Scalar amount to interpolate
  92841. * @returns Interpolated scalar value
  92842. */
  92843. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92844. /**
  92845. * Interpolates a quaternion using a spherical linear interpolation
  92846. * @param startValue Start value of the animation curve
  92847. * @param endValue End value of the animation curve
  92848. * @param gradient Scalar amount to interpolate
  92849. * @returns Interpolated quaternion value
  92850. */
  92851. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92852. /**
  92853. * Interpolates a quaternion cubically
  92854. * @param startValue Start value of the animation curve
  92855. * @param outTangent End tangent of the animation curve
  92856. * @param endValue End value of the animation curve
  92857. * @param inTangent Start tangent of the animation curve
  92858. * @param gradient Scalar amount to interpolate
  92859. * @returns Interpolated quaternion value
  92860. */
  92861. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92862. /**
  92863. * Interpolates a Vector3 linearl
  92864. * @param startValue Start value of the animation curve
  92865. * @param endValue End value of the animation curve
  92866. * @param gradient Scalar amount to interpolate
  92867. * @returns Interpolated scalar value
  92868. */
  92869. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92870. /**
  92871. * Interpolates a Vector3 cubically
  92872. * @param startValue Start value of the animation curve
  92873. * @param outTangent End tangent of the animation
  92874. * @param endValue End value of the animation curve
  92875. * @param inTangent Start tangent of the animation curve
  92876. * @param gradient Scalar amount to interpolate
  92877. * @returns InterpolatedVector3 value
  92878. */
  92879. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92880. /**
  92881. * Interpolates a Vector2 linearly
  92882. * @param startValue Start value of the animation curve
  92883. * @param endValue End value of the animation curve
  92884. * @param gradient Scalar amount to interpolate
  92885. * @returns Interpolated Vector2 value
  92886. */
  92887. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92888. /**
  92889. * Interpolates a Vector2 cubically
  92890. * @param startValue Start value of the animation curve
  92891. * @param outTangent End tangent of the animation
  92892. * @param endValue End value of the animation curve
  92893. * @param inTangent Start tangent of the animation curve
  92894. * @param gradient Scalar amount to interpolate
  92895. * @returns Interpolated Vector2 value
  92896. */
  92897. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92898. /**
  92899. * Interpolates a size linearly
  92900. * @param startValue Start value of the animation curve
  92901. * @param endValue End value of the animation curve
  92902. * @param gradient Scalar amount to interpolate
  92903. * @returns Interpolated Size value
  92904. */
  92905. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92906. /**
  92907. * Interpolates a Color3 linearly
  92908. * @param startValue Start value of the animation curve
  92909. * @param endValue End value of the animation curve
  92910. * @param gradient Scalar amount to interpolate
  92911. * @returns Interpolated Color3 value
  92912. */
  92913. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92914. /**
  92915. * @hidden Internal use only
  92916. */
  92917. _getKeyValue(value: any): any;
  92918. /**
  92919. * @hidden Internal use only
  92920. */
  92921. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92922. /**
  92923. * Defines the function to use to interpolate matrices
  92924. * @param startValue defines the start matrix
  92925. * @param endValue defines the end matrix
  92926. * @param gradient defines the gradient between both matrices
  92927. * @param result defines an optional target matrix where to store the interpolation
  92928. * @returns the interpolated matrix
  92929. */
  92930. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92931. /**
  92932. * Makes a copy of the animation
  92933. * @returns Cloned animation
  92934. */
  92935. clone(): Animation;
  92936. /**
  92937. * Sets the key frames of the animation
  92938. * @param values The animation key frames to set
  92939. */
  92940. setKeys(values: Array<IAnimationKey>): void;
  92941. /**
  92942. * Serializes the animation to an object
  92943. * @returns Serialized object
  92944. */
  92945. serialize(): any;
  92946. /**
  92947. * Float animation type
  92948. */
  92949. private static _ANIMATIONTYPE_FLOAT;
  92950. /**
  92951. * Vector3 animation type
  92952. */
  92953. private static _ANIMATIONTYPE_VECTOR3;
  92954. /**
  92955. * Quaternion animation type
  92956. */
  92957. private static _ANIMATIONTYPE_QUATERNION;
  92958. /**
  92959. * Matrix animation type
  92960. */
  92961. private static _ANIMATIONTYPE_MATRIX;
  92962. /**
  92963. * Color3 animation type
  92964. */
  92965. private static _ANIMATIONTYPE_COLOR3;
  92966. /**
  92967. * Vector2 animation type
  92968. */
  92969. private static _ANIMATIONTYPE_VECTOR2;
  92970. /**
  92971. * Size animation type
  92972. */
  92973. private static _ANIMATIONTYPE_SIZE;
  92974. /**
  92975. * Relative Loop Mode
  92976. */
  92977. private static _ANIMATIONLOOPMODE_RELATIVE;
  92978. /**
  92979. * Cycle Loop Mode
  92980. */
  92981. private static _ANIMATIONLOOPMODE_CYCLE;
  92982. /**
  92983. * Constant Loop Mode
  92984. */
  92985. private static _ANIMATIONLOOPMODE_CONSTANT;
  92986. /**
  92987. * Get the float animation type
  92988. */
  92989. static readonly ANIMATIONTYPE_FLOAT: number;
  92990. /**
  92991. * Get the Vector3 animation type
  92992. */
  92993. static readonly ANIMATIONTYPE_VECTOR3: number;
  92994. /**
  92995. * Get the Vector2 animation type
  92996. */
  92997. static readonly ANIMATIONTYPE_VECTOR2: number;
  92998. /**
  92999. * Get the Size animation type
  93000. */
  93001. static readonly ANIMATIONTYPE_SIZE: number;
  93002. /**
  93003. * Get the Quaternion animation type
  93004. */
  93005. static readonly ANIMATIONTYPE_QUATERNION: number;
  93006. /**
  93007. * Get the Matrix animation type
  93008. */
  93009. static readonly ANIMATIONTYPE_MATRIX: number;
  93010. /**
  93011. * Get the Color3 animation type
  93012. */
  93013. static readonly ANIMATIONTYPE_COLOR3: number;
  93014. /**
  93015. * Get the Relative Loop Mode
  93016. */
  93017. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  93018. /**
  93019. * Get the Cycle Loop Mode
  93020. */
  93021. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  93022. /**
  93023. * Get the Constant Loop Mode
  93024. */
  93025. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  93026. /** @hidden */
  93027. static _UniversalLerp(left: any, right: any, amount: number): any;
  93028. /**
  93029. * Parses an animation object and creates an animation
  93030. * @param parsedAnimation Parsed animation object
  93031. * @returns Animation object
  93032. */
  93033. static Parse(parsedAnimation: any): Animation;
  93034. /**
  93035. * Appends the serialized animations from the source animations
  93036. * @param source Source containing the animations
  93037. * @param destination Target to store the animations
  93038. */
  93039. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93040. }
  93041. }
  93042. declare module BABYLON {
  93043. /**
  93044. * Interface containing an array of animations
  93045. */
  93046. export interface IAnimatable {
  93047. /**
  93048. * Array of animations
  93049. */
  93050. animations: Nullable<Array<Animation>>;
  93051. }
  93052. }
  93053. declare module BABYLON {
  93054. /**
  93055. * This represents all the required information to add a fresnel effect on a material:
  93056. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  93057. */
  93058. export class FresnelParameters {
  93059. private _isEnabled;
  93060. /**
  93061. * Define if the fresnel effect is enable or not.
  93062. */
  93063. isEnabled: boolean;
  93064. /**
  93065. * Define the color used on edges (grazing angle)
  93066. */
  93067. leftColor: Color3;
  93068. /**
  93069. * Define the color used on center
  93070. */
  93071. rightColor: Color3;
  93072. /**
  93073. * Define bias applied to computed fresnel term
  93074. */
  93075. bias: number;
  93076. /**
  93077. * Defined the power exponent applied to fresnel term
  93078. */
  93079. power: number;
  93080. /**
  93081. * Clones the current fresnel and its valuues
  93082. * @returns a clone fresnel configuration
  93083. */
  93084. clone(): FresnelParameters;
  93085. /**
  93086. * Serializes the current fresnel parameters to a JSON representation.
  93087. * @return the JSON serialization
  93088. */
  93089. serialize(): any;
  93090. /**
  93091. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  93092. * @param parsedFresnelParameters Define the JSON representation
  93093. * @returns the parsed parameters
  93094. */
  93095. static Parse(parsedFresnelParameters: any): FresnelParameters;
  93096. }
  93097. }
  93098. declare module BABYLON {
  93099. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  93100. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93101. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93102. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93103. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93104. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93105. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93106. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93107. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93108. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93109. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93110. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93111. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93112. /**
  93113. * Decorator used to define property that can be serialized as reference to a camera
  93114. * @param sourceName defines the name of the property to decorate
  93115. */
  93116. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93117. /**
  93118. * Class used to help serialization objects
  93119. */
  93120. export class SerializationHelper {
  93121. /** @hidden */
  93122. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  93123. /** @hidden */
  93124. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  93125. /** @hidden */
  93126. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  93127. /** @hidden */
  93128. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  93129. /**
  93130. * Appends the serialized animations from the source animations
  93131. * @param source Source containing the animations
  93132. * @param destination Target to store the animations
  93133. */
  93134. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93135. /**
  93136. * Static function used to serialized a specific entity
  93137. * @param entity defines the entity to serialize
  93138. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  93139. * @returns a JSON compatible object representing the serialization of the entity
  93140. */
  93141. static Serialize<T>(entity: T, serializationObject?: any): any;
  93142. /**
  93143. * Creates a new entity from a serialization data object
  93144. * @param creationFunction defines a function used to instanciated the new entity
  93145. * @param source defines the source serialization data
  93146. * @param scene defines the hosting scene
  93147. * @param rootUrl defines the root url for resources
  93148. * @returns a new entity
  93149. */
  93150. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  93151. /**
  93152. * Clones an object
  93153. * @param creationFunction defines the function used to instanciate the new object
  93154. * @param source defines the source object
  93155. * @returns the cloned object
  93156. */
  93157. static Clone<T>(creationFunction: () => T, source: T): T;
  93158. /**
  93159. * Instanciates a new object based on a source one (some data will be shared between both object)
  93160. * @param creationFunction defines the function used to instanciate the new object
  93161. * @param source defines the source object
  93162. * @returns the new object
  93163. */
  93164. static Instanciate<T>(creationFunction: () => T, source: T): T;
  93165. }
  93166. }
  93167. declare module BABYLON {
  93168. /**
  93169. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  93170. */
  93171. export interface CubeMapInfo {
  93172. /**
  93173. * The pixel array for the front face.
  93174. * This is stored in format, left to right, up to down format.
  93175. */
  93176. front: Nullable<ArrayBufferView>;
  93177. /**
  93178. * The pixel array for the back face.
  93179. * This is stored in format, left to right, up to down format.
  93180. */
  93181. back: Nullable<ArrayBufferView>;
  93182. /**
  93183. * The pixel array for the left face.
  93184. * This is stored in format, left to right, up to down format.
  93185. */
  93186. left: Nullable<ArrayBufferView>;
  93187. /**
  93188. * The pixel array for the right face.
  93189. * This is stored in format, left to right, up to down format.
  93190. */
  93191. right: Nullable<ArrayBufferView>;
  93192. /**
  93193. * The pixel array for the up face.
  93194. * This is stored in format, left to right, up to down format.
  93195. */
  93196. up: Nullable<ArrayBufferView>;
  93197. /**
  93198. * The pixel array for the down face.
  93199. * This is stored in format, left to right, up to down format.
  93200. */
  93201. down: Nullable<ArrayBufferView>;
  93202. /**
  93203. * The size of the cubemap stored.
  93204. *
  93205. * Each faces will be size * size pixels.
  93206. */
  93207. size: number;
  93208. /**
  93209. * The format of the texture.
  93210. *
  93211. * RGBA, RGB.
  93212. */
  93213. format: number;
  93214. /**
  93215. * The type of the texture data.
  93216. *
  93217. * UNSIGNED_INT, FLOAT.
  93218. */
  93219. type: number;
  93220. /**
  93221. * Specifies whether the texture is in gamma space.
  93222. */
  93223. gammaSpace: boolean;
  93224. }
  93225. /**
  93226. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93227. */
  93228. export class PanoramaToCubeMapTools {
  93229. private static FACE_FRONT;
  93230. private static FACE_BACK;
  93231. private static FACE_RIGHT;
  93232. private static FACE_LEFT;
  93233. private static FACE_DOWN;
  93234. private static FACE_UP;
  93235. /**
  93236. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93237. *
  93238. * @param float32Array The source data.
  93239. * @param inputWidth The width of the input panorama.
  93240. * @param inputHeight The height of the input panorama.
  93241. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93242. * @return The cubemap data
  93243. */
  93244. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93245. private static CreateCubemapTexture;
  93246. private static CalcProjectionSpherical;
  93247. }
  93248. }
  93249. declare module BABYLON {
  93250. /**
  93251. * Helper class dealing with the extraction of spherical polynomial dataArray
  93252. * from a cube map.
  93253. */
  93254. export class CubeMapToSphericalPolynomialTools {
  93255. private static FileFaces;
  93256. /**
  93257. * Converts a texture to the according Spherical Polynomial data.
  93258. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93259. *
  93260. * @param texture The texture to extract the information from.
  93261. * @return The Spherical Polynomial data.
  93262. */
  93263. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93264. /**
  93265. * Converts a cubemap to the according Spherical Polynomial data.
  93266. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93267. *
  93268. * @param cubeInfo The Cube map to extract the information from.
  93269. * @return The Spherical Polynomial data.
  93270. */
  93271. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93272. }
  93273. }
  93274. declare module BABYLON {
  93275. /**
  93276. * Class used to manipulate GUIDs
  93277. */
  93278. export class GUID {
  93279. /**
  93280. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93281. * Be aware Math.random() could cause collisions, but:
  93282. * "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"
  93283. * @returns a pseudo random id
  93284. */
  93285. static RandomId(): string;
  93286. }
  93287. }
  93288. declare module BABYLON {
  93289. /**
  93290. * Base class of all the textures in babylon.
  93291. * It groups all the common properties the materials, post process, lights... might need
  93292. * in order to make a correct use of the texture.
  93293. */
  93294. export class BaseTexture implements IAnimatable {
  93295. /**
  93296. * Default anisotropic filtering level for the application.
  93297. * It is set to 4 as a good tradeoff between perf and quality.
  93298. */
  93299. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93300. /**
  93301. * Gets or sets the unique id of the texture
  93302. */
  93303. uniqueId: number;
  93304. /**
  93305. * Define the name of the texture.
  93306. */
  93307. name: string;
  93308. /**
  93309. * Gets or sets an object used to store user defined information.
  93310. */
  93311. metadata: any;
  93312. /**
  93313. * For internal use only. Please do not use.
  93314. */
  93315. reservedDataStore: any;
  93316. private _hasAlpha;
  93317. /**
  93318. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93319. */
  93320. hasAlpha: boolean;
  93321. /**
  93322. * Defines if the alpha value should be determined via the rgb values.
  93323. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93324. */
  93325. getAlphaFromRGB: boolean;
  93326. /**
  93327. * Intensity or strength of the texture.
  93328. * It is commonly used by materials to fine tune the intensity of the texture
  93329. */
  93330. level: number;
  93331. /**
  93332. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93333. * This is part of the texture as textures usually maps to one uv set.
  93334. */
  93335. coordinatesIndex: number;
  93336. private _coordinatesMode;
  93337. /**
  93338. * How a texture is mapped.
  93339. *
  93340. * | Value | Type | Description |
  93341. * | ----- | ----------------------------------- | ----------- |
  93342. * | 0 | EXPLICIT_MODE | |
  93343. * | 1 | SPHERICAL_MODE | |
  93344. * | 2 | PLANAR_MODE | |
  93345. * | 3 | CUBIC_MODE | |
  93346. * | 4 | PROJECTION_MODE | |
  93347. * | 5 | SKYBOX_MODE | |
  93348. * | 6 | INVCUBIC_MODE | |
  93349. * | 7 | EQUIRECTANGULAR_MODE | |
  93350. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93351. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93352. */
  93353. coordinatesMode: number;
  93354. /**
  93355. * | Value | Type | Description |
  93356. * | ----- | ------------------ | ----------- |
  93357. * | 0 | CLAMP_ADDRESSMODE | |
  93358. * | 1 | WRAP_ADDRESSMODE | |
  93359. * | 2 | MIRROR_ADDRESSMODE | |
  93360. */
  93361. wrapU: number;
  93362. /**
  93363. * | Value | Type | Description |
  93364. * | ----- | ------------------ | ----------- |
  93365. * | 0 | CLAMP_ADDRESSMODE | |
  93366. * | 1 | WRAP_ADDRESSMODE | |
  93367. * | 2 | MIRROR_ADDRESSMODE | |
  93368. */
  93369. wrapV: number;
  93370. /**
  93371. * | Value | Type | Description |
  93372. * | ----- | ------------------ | ----------- |
  93373. * | 0 | CLAMP_ADDRESSMODE | |
  93374. * | 1 | WRAP_ADDRESSMODE | |
  93375. * | 2 | MIRROR_ADDRESSMODE | |
  93376. */
  93377. wrapR: number;
  93378. /**
  93379. * With compliant hardware and browser (supporting anisotropic filtering)
  93380. * this defines the level of anisotropic filtering in the texture.
  93381. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93382. */
  93383. anisotropicFilteringLevel: number;
  93384. /**
  93385. * Define if the texture is a cube texture or if false a 2d texture.
  93386. */
  93387. isCube: boolean;
  93388. /**
  93389. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93390. */
  93391. is3D: boolean;
  93392. /**
  93393. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93394. * HDR texture are usually stored in linear space.
  93395. * This only impacts the PBR and Background materials
  93396. */
  93397. gammaSpace: boolean;
  93398. /**
  93399. * Gets or sets whether or not the texture contains RGBD data.
  93400. */
  93401. isRGBD: boolean;
  93402. /**
  93403. * Is Z inverted in the texture (useful in a cube texture).
  93404. */
  93405. invertZ: boolean;
  93406. /**
  93407. * Are mip maps generated for this texture or not.
  93408. */
  93409. readonly noMipmap: boolean;
  93410. /**
  93411. * @hidden
  93412. */
  93413. lodLevelInAlpha: boolean;
  93414. /**
  93415. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93416. */
  93417. lodGenerationOffset: number;
  93418. /**
  93419. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93420. */
  93421. lodGenerationScale: number;
  93422. /**
  93423. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93424. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93425. * average roughness values.
  93426. */
  93427. linearSpecularLOD: boolean;
  93428. /**
  93429. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93430. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93431. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93432. */
  93433. irradianceTexture: Nullable<BaseTexture>;
  93434. /**
  93435. * Define if the texture is a render target.
  93436. */
  93437. isRenderTarget: boolean;
  93438. /**
  93439. * Define the unique id of the texture in the scene.
  93440. */
  93441. readonly uid: string;
  93442. /**
  93443. * Return a string representation of the texture.
  93444. * @returns the texture as a string
  93445. */
  93446. toString(): string;
  93447. /**
  93448. * Get the class name of the texture.
  93449. * @returns "BaseTexture"
  93450. */
  93451. getClassName(): string;
  93452. /**
  93453. * Define the list of animation attached to the texture.
  93454. */
  93455. animations: Animation[];
  93456. /**
  93457. * An event triggered when the texture is disposed.
  93458. */
  93459. onDisposeObservable: Observable<BaseTexture>;
  93460. private _onDisposeObserver;
  93461. /**
  93462. * Callback triggered when the texture has been disposed.
  93463. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93464. */
  93465. onDispose: () => void;
  93466. /**
  93467. * Define the current state of the loading sequence when in delayed load mode.
  93468. */
  93469. delayLoadState: number;
  93470. private _scene;
  93471. /** @hidden */
  93472. _texture: Nullable<InternalTexture>;
  93473. private _uid;
  93474. /**
  93475. * Define if the texture is preventinga material to render or not.
  93476. * If not and the texture is not ready, the engine will use a default black texture instead.
  93477. */
  93478. readonly isBlocking: boolean;
  93479. /**
  93480. * Instantiates a new BaseTexture.
  93481. * Base class of all the textures in babylon.
  93482. * It groups all the common properties the materials, post process, lights... might need
  93483. * in order to make a correct use of the texture.
  93484. * @param scene Define the scene the texture blongs to
  93485. */
  93486. constructor(scene: Nullable<Scene>);
  93487. /**
  93488. * Get the scene the texture belongs to.
  93489. * @returns the scene or null if undefined
  93490. */
  93491. getScene(): Nullable<Scene>;
  93492. /**
  93493. * Get the texture transform matrix used to offset tile the texture for istance.
  93494. * @returns the transformation matrix
  93495. */
  93496. getTextureMatrix(): Matrix;
  93497. /**
  93498. * Get the texture reflection matrix used to rotate/transform the reflection.
  93499. * @returns the reflection matrix
  93500. */
  93501. getReflectionTextureMatrix(): Matrix;
  93502. /**
  93503. * Get the underlying lower level texture from Babylon.
  93504. * @returns the insternal texture
  93505. */
  93506. getInternalTexture(): Nullable<InternalTexture>;
  93507. /**
  93508. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93509. * @returns true if ready or not blocking
  93510. */
  93511. isReadyOrNotBlocking(): boolean;
  93512. /**
  93513. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93514. * @returns true if fully ready
  93515. */
  93516. isReady(): boolean;
  93517. private _cachedSize;
  93518. /**
  93519. * Get the size of the texture.
  93520. * @returns the texture size.
  93521. */
  93522. getSize(): ISize;
  93523. /**
  93524. * Get the base size of the texture.
  93525. * It can be different from the size if the texture has been resized for POT for instance
  93526. * @returns the base size
  93527. */
  93528. getBaseSize(): ISize;
  93529. /**
  93530. * Update the sampling mode of the texture.
  93531. * Default is Trilinear mode.
  93532. *
  93533. * | Value | Type | Description |
  93534. * | ----- | ------------------ | ----------- |
  93535. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93536. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93537. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93538. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93539. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93540. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93541. * | 7 | NEAREST_LINEAR | |
  93542. * | 8 | NEAREST_NEAREST | |
  93543. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93544. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93545. * | 11 | LINEAR_LINEAR | |
  93546. * | 12 | LINEAR_NEAREST | |
  93547. *
  93548. * > _mag_: magnification filter (close to the viewer)
  93549. * > _min_: minification filter (far from the viewer)
  93550. * > _mip_: filter used between mip map levels
  93551. *@param samplingMode Define the new sampling mode of the texture
  93552. */
  93553. updateSamplingMode(samplingMode: number): void;
  93554. /**
  93555. * Scales the texture if is `canRescale()`
  93556. * @param ratio the resize factor we want to use to rescale
  93557. */
  93558. scale(ratio: number): void;
  93559. /**
  93560. * Get if the texture can rescale.
  93561. */
  93562. readonly canRescale: boolean;
  93563. /** @hidden */
  93564. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93565. /** @hidden */
  93566. _rebuild(): void;
  93567. /**
  93568. * Triggers the load sequence in delayed load mode.
  93569. */
  93570. delayLoad(): void;
  93571. /**
  93572. * Clones the texture.
  93573. * @returns the cloned texture
  93574. */
  93575. clone(): Nullable<BaseTexture>;
  93576. /**
  93577. * Get the texture underlying type (INT, FLOAT...)
  93578. */
  93579. readonly textureType: number;
  93580. /**
  93581. * Get the texture underlying format (RGB, RGBA...)
  93582. */
  93583. readonly textureFormat: number;
  93584. /**
  93585. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93586. * This will returns an RGBA array buffer containing either in values (0-255) or
  93587. * float values (0-1) depending of the underlying buffer type.
  93588. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93589. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93590. * @param buffer defines a user defined buffer to fill with data (can be null)
  93591. * @returns The Array buffer containing the pixels data.
  93592. */
  93593. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93594. /**
  93595. * Release and destroy the underlying lower level texture aka internalTexture.
  93596. */
  93597. releaseInternalTexture(): void;
  93598. /**
  93599. * Get the polynomial representation of the texture data.
  93600. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93601. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93602. */
  93603. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93604. /** @hidden */
  93605. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93606. /** @hidden */
  93607. readonly _lodTextureMid: Nullable<BaseTexture>;
  93608. /** @hidden */
  93609. readonly _lodTextureLow: Nullable<BaseTexture>;
  93610. /**
  93611. * Dispose the texture and release its associated resources.
  93612. */
  93613. dispose(): void;
  93614. /**
  93615. * Serialize the texture into a JSON representation that can be parsed later on.
  93616. * @returns the JSON representation of the texture
  93617. */
  93618. serialize(): any;
  93619. /**
  93620. * Helper function to be called back once a list of texture contains only ready textures.
  93621. * @param textures Define the list of textures to wait for
  93622. * @param callback Define the callback triggered once the entire list will be ready
  93623. */
  93624. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93625. }
  93626. }
  93627. declare module BABYLON {
  93628. /**
  93629. * Class used to store data associated with WebGL texture data for the engine
  93630. * This class should not be used directly
  93631. */
  93632. export class InternalTexture {
  93633. /** @hidden */
  93634. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93635. /**
  93636. * The source of the texture data is unknown
  93637. */
  93638. static DATASOURCE_UNKNOWN: number;
  93639. /**
  93640. * Texture data comes from an URL
  93641. */
  93642. static DATASOURCE_URL: number;
  93643. /**
  93644. * Texture data is only used for temporary storage
  93645. */
  93646. static DATASOURCE_TEMP: number;
  93647. /**
  93648. * Texture data comes from raw data (ArrayBuffer)
  93649. */
  93650. static DATASOURCE_RAW: number;
  93651. /**
  93652. * Texture content is dynamic (video or dynamic texture)
  93653. */
  93654. static DATASOURCE_DYNAMIC: number;
  93655. /**
  93656. * Texture content is generated by rendering to it
  93657. */
  93658. static DATASOURCE_RENDERTARGET: number;
  93659. /**
  93660. * Texture content is part of a multi render target process
  93661. */
  93662. static DATASOURCE_MULTIRENDERTARGET: number;
  93663. /**
  93664. * Texture data comes from a cube data file
  93665. */
  93666. static DATASOURCE_CUBE: number;
  93667. /**
  93668. * Texture data comes from a raw cube data
  93669. */
  93670. static DATASOURCE_CUBERAW: number;
  93671. /**
  93672. * Texture data come from a prefiltered cube data file
  93673. */
  93674. static DATASOURCE_CUBEPREFILTERED: number;
  93675. /**
  93676. * Texture content is raw 3D data
  93677. */
  93678. static DATASOURCE_RAW3D: number;
  93679. /**
  93680. * Texture content is a depth texture
  93681. */
  93682. static DATASOURCE_DEPTHTEXTURE: number;
  93683. /**
  93684. * Texture data comes from a raw cube data encoded with RGBD
  93685. */
  93686. static DATASOURCE_CUBERAW_RGBD: number;
  93687. /**
  93688. * Defines if the texture is ready
  93689. */
  93690. isReady: boolean;
  93691. /**
  93692. * Defines if the texture is a cube texture
  93693. */
  93694. isCube: boolean;
  93695. /**
  93696. * Defines if the texture contains 3D data
  93697. */
  93698. is3D: boolean;
  93699. /**
  93700. * Defines if the texture contains multiview data
  93701. */
  93702. isMultiview: boolean;
  93703. /**
  93704. * Gets the URL used to load this texture
  93705. */
  93706. url: string;
  93707. /**
  93708. * Gets the sampling mode of the texture
  93709. */
  93710. samplingMode: number;
  93711. /**
  93712. * Gets a boolean indicating if the texture needs mipmaps generation
  93713. */
  93714. generateMipMaps: boolean;
  93715. /**
  93716. * Gets the number of samples used by the texture (WebGL2+ only)
  93717. */
  93718. samples: number;
  93719. /**
  93720. * Gets the type of the texture (int, float...)
  93721. */
  93722. type: number;
  93723. /**
  93724. * Gets the format of the texture (RGB, RGBA...)
  93725. */
  93726. format: number;
  93727. /**
  93728. * Observable called when the texture is loaded
  93729. */
  93730. onLoadedObservable: Observable<InternalTexture>;
  93731. /**
  93732. * Gets the width of the texture
  93733. */
  93734. width: number;
  93735. /**
  93736. * Gets the height of the texture
  93737. */
  93738. height: number;
  93739. /**
  93740. * Gets the depth of the texture
  93741. */
  93742. depth: number;
  93743. /**
  93744. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93745. */
  93746. baseWidth: number;
  93747. /**
  93748. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93749. */
  93750. baseHeight: number;
  93751. /**
  93752. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93753. */
  93754. baseDepth: number;
  93755. /**
  93756. * Gets a boolean indicating if the texture is inverted on Y axis
  93757. */
  93758. invertY: boolean;
  93759. /** @hidden */
  93760. _invertVScale: boolean;
  93761. /** @hidden */
  93762. _associatedChannel: number;
  93763. /** @hidden */
  93764. _dataSource: number;
  93765. /** @hidden */
  93766. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93767. /** @hidden */
  93768. _bufferView: Nullable<ArrayBufferView>;
  93769. /** @hidden */
  93770. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93771. /** @hidden */
  93772. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93773. /** @hidden */
  93774. _size: number;
  93775. /** @hidden */
  93776. _extension: string;
  93777. /** @hidden */
  93778. _files: Nullable<string[]>;
  93779. /** @hidden */
  93780. _workingCanvas: Nullable<HTMLCanvasElement>;
  93781. /** @hidden */
  93782. _workingContext: Nullable<CanvasRenderingContext2D>;
  93783. /** @hidden */
  93784. _framebuffer: Nullable<WebGLFramebuffer>;
  93785. /** @hidden */
  93786. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93787. /** @hidden */
  93788. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93789. /** @hidden */
  93790. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93791. /** @hidden */
  93792. _attachments: Nullable<number[]>;
  93793. /** @hidden */
  93794. _cachedCoordinatesMode: Nullable<number>;
  93795. /** @hidden */
  93796. _cachedWrapU: Nullable<number>;
  93797. /** @hidden */
  93798. _cachedWrapV: Nullable<number>;
  93799. /** @hidden */
  93800. _cachedWrapR: Nullable<number>;
  93801. /** @hidden */
  93802. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93803. /** @hidden */
  93804. _isDisabled: boolean;
  93805. /** @hidden */
  93806. _compression: Nullable<string>;
  93807. /** @hidden */
  93808. _generateStencilBuffer: boolean;
  93809. /** @hidden */
  93810. _generateDepthBuffer: boolean;
  93811. /** @hidden */
  93812. _comparisonFunction: number;
  93813. /** @hidden */
  93814. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93815. /** @hidden */
  93816. _lodGenerationScale: number;
  93817. /** @hidden */
  93818. _lodGenerationOffset: number;
  93819. /** @hidden */
  93820. _colorTextureArray: Nullable<WebGLTexture>;
  93821. /** @hidden */
  93822. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93823. /** @hidden */
  93824. _lodTextureHigh: Nullable<BaseTexture>;
  93825. /** @hidden */
  93826. _lodTextureMid: Nullable<BaseTexture>;
  93827. /** @hidden */
  93828. _lodTextureLow: Nullable<BaseTexture>;
  93829. /** @hidden */
  93830. _isRGBD: boolean;
  93831. /** @hidden */
  93832. _linearSpecularLOD: boolean;
  93833. /** @hidden */
  93834. _irradianceTexture: Nullable<BaseTexture>;
  93835. /** @hidden */
  93836. _webGLTexture: Nullable<WebGLTexture>;
  93837. /** @hidden */
  93838. _references: number;
  93839. private _engine;
  93840. /**
  93841. * Gets the Engine the texture belongs to.
  93842. * @returns The babylon engine
  93843. */
  93844. getEngine(): Engine;
  93845. /**
  93846. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93847. */
  93848. readonly dataSource: number;
  93849. /**
  93850. * Creates a new InternalTexture
  93851. * @param engine defines the engine to use
  93852. * @param dataSource defines the type of data that will be used
  93853. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93854. */
  93855. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93856. /**
  93857. * Increments the number of references (ie. the number of Texture that point to it)
  93858. */
  93859. incrementReferences(): void;
  93860. /**
  93861. * Change the size of the texture (not the size of the content)
  93862. * @param width defines the new width
  93863. * @param height defines the new height
  93864. * @param depth defines the new depth (1 by default)
  93865. */
  93866. updateSize(width: int, height: int, depth?: int): void;
  93867. /** @hidden */
  93868. _rebuild(): void;
  93869. /** @hidden */
  93870. _swapAndDie(target: InternalTexture): void;
  93871. /**
  93872. * Dispose the current allocated resources
  93873. */
  93874. dispose(): void;
  93875. }
  93876. }
  93877. declare module BABYLON {
  93878. /**
  93879. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93880. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93881. */
  93882. export class EffectFallbacks {
  93883. private _defines;
  93884. private _currentRank;
  93885. private _maxRank;
  93886. private _mesh;
  93887. /**
  93888. * Removes the fallback from the bound mesh.
  93889. */
  93890. unBindMesh(): void;
  93891. /**
  93892. * Adds a fallback on the specified property.
  93893. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93894. * @param define The name of the define in the shader
  93895. */
  93896. addFallback(rank: number, define: string): void;
  93897. /**
  93898. * Sets the mesh to use CPU skinning when needing to fallback.
  93899. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93900. * @param mesh The mesh to use the fallbacks.
  93901. */
  93902. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93903. /**
  93904. * Checks to see if more fallbacks are still availible.
  93905. */
  93906. readonly hasMoreFallbacks: boolean;
  93907. /**
  93908. * Removes the defines that should be removed when falling back.
  93909. * @param currentDefines defines the current define statements for the shader.
  93910. * @param effect defines the current effect we try to compile
  93911. * @returns The resulting defines with defines of the current rank removed.
  93912. */
  93913. reduce(currentDefines: string, effect: Effect): string;
  93914. }
  93915. /**
  93916. * Options to be used when creating an effect.
  93917. */
  93918. export class EffectCreationOptions {
  93919. /**
  93920. * Atrributes that will be used in the shader.
  93921. */
  93922. attributes: string[];
  93923. /**
  93924. * Uniform varible names that will be set in the shader.
  93925. */
  93926. uniformsNames: string[];
  93927. /**
  93928. * Uniform buffer varible names that will be set in the shader.
  93929. */
  93930. uniformBuffersNames: string[];
  93931. /**
  93932. * Sampler texture variable names that will be set in the shader.
  93933. */
  93934. samplers: string[];
  93935. /**
  93936. * Define statements that will be set in the shader.
  93937. */
  93938. defines: any;
  93939. /**
  93940. * Possible fallbacks for this effect to improve performance when needed.
  93941. */
  93942. fallbacks: Nullable<EffectFallbacks>;
  93943. /**
  93944. * Callback that will be called when the shader is compiled.
  93945. */
  93946. onCompiled: Nullable<(effect: Effect) => void>;
  93947. /**
  93948. * Callback that will be called if an error occurs during shader compilation.
  93949. */
  93950. onError: Nullable<(effect: Effect, errors: string) => void>;
  93951. /**
  93952. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93953. */
  93954. indexParameters: any;
  93955. /**
  93956. * Max number of lights that can be used in the shader.
  93957. */
  93958. maxSimultaneousLights: number;
  93959. /**
  93960. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93961. */
  93962. transformFeedbackVaryings: Nullable<string[]>;
  93963. }
  93964. /**
  93965. * Effect containing vertex and fragment shader that can be executed on an object.
  93966. */
  93967. export class Effect implements IDisposable {
  93968. /**
  93969. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93970. */
  93971. static ShadersRepository: string;
  93972. /**
  93973. * Name of the effect.
  93974. */
  93975. name: any;
  93976. /**
  93977. * String container all the define statements that should be set on the shader.
  93978. */
  93979. defines: string;
  93980. /**
  93981. * Callback that will be called when the shader is compiled.
  93982. */
  93983. onCompiled: Nullable<(effect: Effect) => void>;
  93984. /**
  93985. * Callback that will be called if an error occurs during shader compilation.
  93986. */
  93987. onError: Nullable<(effect: Effect, errors: string) => void>;
  93988. /**
  93989. * Callback that will be called when effect is bound.
  93990. */
  93991. onBind: Nullable<(effect: Effect) => void>;
  93992. /**
  93993. * Unique ID of the effect.
  93994. */
  93995. uniqueId: number;
  93996. /**
  93997. * Observable that will be called when the shader is compiled.
  93998. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93999. */
  94000. onCompileObservable: Observable<Effect>;
  94001. /**
  94002. * Observable that will be called if an error occurs during shader compilation.
  94003. */
  94004. onErrorObservable: Observable<Effect>;
  94005. /** @hidden */
  94006. _onBindObservable: Nullable<Observable<Effect>>;
  94007. /**
  94008. * Observable that will be called when effect is bound.
  94009. */
  94010. readonly onBindObservable: Observable<Effect>;
  94011. /** @hidden */
  94012. _bonesComputationForcedToCPU: boolean;
  94013. private static _uniqueIdSeed;
  94014. private _engine;
  94015. private _uniformBuffersNames;
  94016. private _uniformsNames;
  94017. private _samplerList;
  94018. private _samplers;
  94019. private _isReady;
  94020. private _compilationError;
  94021. private _attributesNames;
  94022. private _attributes;
  94023. private _uniforms;
  94024. /**
  94025. * Key for the effect.
  94026. * @hidden
  94027. */
  94028. _key: string;
  94029. private _indexParameters;
  94030. private _fallbacks;
  94031. private _vertexSourceCode;
  94032. private _fragmentSourceCode;
  94033. private _vertexSourceCodeOverride;
  94034. private _fragmentSourceCodeOverride;
  94035. private _transformFeedbackVaryings;
  94036. /**
  94037. * Compiled shader to webGL program.
  94038. * @hidden
  94039. */
  94040. _pipelineContext: Nullable<IPipelineContext>;
  94041. private _valueCache;
  94042. private static _baseCache;
  94043. /**
  94044. * Instantiates an effect.
  94045. * An effect can be used to create/manage/execute vertex and fragment shaders.
  94046. * @param baseName Name of the effect.
  94047. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  94048. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  94049. * @param samplers List of sampler variables that will be passed to the shader.
  94050. * @param engine Engine to be used to render the effect
  94051. * @param defines Define statements to be added to the shader.
  94052. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  94053. * @param onCompiled Callback that will be called when the shader is compiled.
  94054. * @param onError Callback that will be called if an error occurs during shader compilation.
  94055. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  94056. */
  94057. 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);
  94058. private _useFinalCode;
  94059. /**
  94060. * Unique key for this effect
  94061. */
  94062. readonly key: string;
  94063. /**
  94064. * If the effect has been compiled and prepared.
  94065. * @returns if the effect is compiled and prepared.
  94066. */
  94067. isReady(): boolean;
  94068. private _isReadyInternal;
  94069. /**
  94070. * The engine the effect was initialized with.
  94071. * @returns the engine.
  94072. */
  94073. getEngine(): Engine;
  94074. /**
  94075. * The pipeline context for this effect
  94076. * @returns the associated pipeline context
  94077. */
  94078. getPipelineContext(): Nullable<IPipelineContext>;
  94079. /**
  94080. * The set of names of attribute variables for the shader.
  94081. * @returns An array of attribute names.
  94082. */
  94083. getAttributesNames(): string[];
  94084. /**
  94085. * Returns the attribute at the given index.
  94086. * @param index The index of the attribute.
  94087. * @returns The location of the attribute.
  94088. */
  94089. getAttributeLocation(index: number): number;
  94090. /**
  94091. * Returns the attribute based on the name of the variable.
  94092. * @param name of the attribute to look up.
  94093. * @returns the attribute location.
  94094. */
  94095. getAttributeLocationByName(name: string): number;
  94096. /**
  94097. * The number of attributes.
  94098. * @returns the numnber of attributes.
  94099. */
  94100. getAttributesCount(): number;
  94101. /**
  94102. * Gets the index of a uniform variable.
  94103. * @param uniformName of the uniform to look up.
  94104. * @returns the index.
  94105. */
  94106. getUniformIndex(uniformName: string): number;
  94107. /**
  94108. * Returns the attribute based on the name of the variable.
  94109. * @param uniformName of the uniform to look up.
  94110. * @returns the location of the uniform.
  94111. */
  94112. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  94113. /**
  94114. * Returns an array of sampler variable names
  94115. * @returns The array of sampler variable neames.
  94116. */
  94117. getSamplers(): string[];
  94118. /**
  94119. * The error from the last compilation.
  94120. * @returns the error string.
  94121. */
  94122. getCompilationError(): string;
  94123. /**
  94124. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  94125. * @param func The callback to be used.
  94126. */
  94127. executeWhenCompiled(func: (effect: Effect) => void): void;
  94128. private _checkIsReady;
  94129. /** @hidden */
  94130. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  94131. /** @hidden */
  94132. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  94133. /** @hidden */
  94134. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  94135. /**
  94136. * Recompiles the webGL program
  94137. * @param vertexSourceCode The source code for the vertex shader.
  94138. * @param fragmentSourceCode The source code for the fragment shader.
  94139. * @param onCompiled Callback called when completed.
  94140. * @param onError Callback called on error.
  94141. * @hidden
  94142. */
  94143. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  94144. /**
  94145. * Prepares the effect
  94146. * @hidden
  94147. */
  94148. _prepareEffect(): void;
  94149. private _processCompilationErrors;
  94150. /**
  94151. * Checks if the effect is supported. (Must be called after compilation)
  94152. */
  94153. readonly isSupported: boolean;
  94154. /**
  94155. * Binds a texture to the engine to be used as output of the shader.
  94156. * @param channel Name of the output variable.
  94157. * @param texture Texture to bind.
  94158. * @hidden
  94159. */
  94160. _bindTexture(channel: string, texture: InternalTexture): void;
  94161. /**
  94162. * Sets a texture on the engine to be used in the shader.
  94163. * @param channel Name of the sampler variable.
  94164. * @param texture Texture to set.
  94165. */
  94166. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  94167. /**
  94168. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  94169. * @param channel Name of the sampler variable.
  94170. * @param texture Texture to set.
  94171. */
  94172. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  94173. /**
  94174. * Sets an array of textures on the engine to be used in the shader.
  94175. * @param channel Name of the variable.
  94176. * @param textures Textures to set.
  94177. */
  94178. setTextureArray(channel: string, textures: BaseTexture[]): void;
  94179. /**
  94180. * 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)
  94181. * @param channel Name of the sampler variable.
  94182. * @param postProcess Post process to get the input texture from.
  94183. */
  94184. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94185. /**
  94186. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94187. * 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)
  94188. * @param channel Name of the sampler variable.
  94189. * @param postProcess Post process to get the output texture from.
  94190. */
  94191. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94192. /** @hidden */
  94193. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94194. /** @hidden */
  94195. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94196. /** @hidden */
  94197. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94198. /** @hidden */
  94199. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94200. /**
  94201. * Binds a buffer to a uniform.
  94202. * @param buffer Buffer to bind.
  94203. * @param name Name of the uniform variable to bind to.
  94204. */
  94205. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94206. /**
  94207. * Binds block to a uniform.
  94208. * @param blockName Name of the block to bind.
  94209. * @param index Index to bind.
  94210. */
  94211. bindUniformBlock(blockName: string, index: number): void;
  94212. /**
  94213. * Sets an interger value on a uniform variable.
  94214. * @param uniformName Name of the variable.
  94215. * @param value Value to be set.
  94216. * @returns this effect.
  94217. */
  94218. setInt(uniformName: string, value: number): Effect;
  94219. /**
  94220. * Sets an int array on a uniform variable.
  94221. * @param uniformName Name of the variable.
  94222. * @param array array to be set.
  94223. * @returns this effect.
  94224. */
  94225. setIntArray(uniformName: string, array: Int32Array): Effect;
  94226. /**
  94227. * 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)
  94228. * @param uniformName Name of the variable.
  94229. * @param array array to be set.
  94230. * @returns this effect.
  94231. */
  94232. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94233. /**
  94234. * 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)
  94235. * @param uniformName Name of the variable.
  94236. * @param array array to be set.
  94237. * @returns this effect.
  94238. */
  94239. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94240. /**
  94241. * 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)
  94242. * @param uniformName Name of the variable.
  94243. * @param array array to be set.
  94244. * @returns this effect.
  94245. */
  94246. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94247. /**
  94248. * Sets an float array on a uniform variable.
  94249. * @param uniformName Name of the variable.
  94250. * @param array array to be set.
  94251. * @returns this effect.
  94252. */
  94253. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94254. /**
  94255. * 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)
  94256. * @param uniformName Name of the variable.
  94257. * @param array array to be set.
  94258. * @returns this effect.
  94259. */
  94260. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94261. /**
  94262. * 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)
  94263. * @param uniformName Name of the variable.
  94264. * @param array array to be set.
  94265. * @returns this effect.
  94266. */
  94267. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94268. /**
  94269. * 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)
  94270. * @param uniformName Name of the variable.
  94271. * @param array array to be set.
  94272. * @returns this effect.
  94273. */
  94274. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94275. /**
  94276. * Sets an array on a uniform variable.
  94277. * @param uniformName Name of the variable.
  94278. * @param array array to be set.
  94279. * @returns this effect.
  94280. */
  94281. setArray(uniformName: string, array: number[]): Effect;
  94282. /**
  94283. * 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)
  94284. * @param uniformName Name of the variable.
  94285. * @param array array to be set.
  94286. * @returns this effect.
  94287. */
  94288. setArray2(uniformName: string, array: number[]): Effect;
  94289. /**
  94290. * 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)
  94291. * @param uniformName Name of the variable.
  94292. * @param array array to be set.
  94293. * @returns this effect.
  94294. */
  94295. setArray3(uniformName: string, array: number[]): Effect;
  94296. /**
  94297. * 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)
  94298. * @param uniformName Name of the variable.
  94299. * @param array array to be set.
  94300. * @returns this effect.
  94301. */
  94302. setArray4(uniformName: string, array: number[]): Effect;
  94303. /**
  94304. * Sets matrices on a uniform variable.
  94305. * @param uniformName Name of the variable.
  94306. * @param matrices matrices to be set.
  94307. * @returns this effect.
  94308. */
  94309. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94310. /**
  94311. * Sets matrix on a uniform variable.
  94312. * @param uniformName Name of the variable.
  94313. * @param matrix matrix to be set.
  94314. * @returns this effect.
  94315. */
  94316. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94317. /**
  94318. * 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)
  94319. * @param uniformName Name of the variable.
  94320. * @param matrix matrix to be set.
  94321. * @returns this effect.
  94322. */
  94323. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94324. /**
  94325. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94326. * @param uniformName Name of the variable.
  94327. * @param matrix matrix to be set.
  94328. * @returns this effect.
  94329. */
  94330. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94331. /**
  94332. * Sets a float on a uniform variable.
  94333. * @param uniformName Name of the variable.
  94334. * @param value value to be set.
  94335. * @returns this effect.
  94336. */
  94337. setFloat(uniformName: string, value: number): Effect;
  94338. /**
  94339. * Sets a boolean on a uniform variable.
  94340. * @param uniformName Name of the variable.
  94341. * @param bool value to be set.
  94342. * @returns this effect.
  94343. */
  94344. setBool(uniformName: string, bool: boolean): Effect;
  94345. /**
  94346. * Sets a Vector2 on a uniform variable.
  94347. * @param uniformName Name of the variable.
  94348. * @param vector2 vector2 to be set.
  94349. * @returns this effect.
  94350. */
  94351. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94352. /**
  94353. * Sets a float2 on a uniform variable.
  94354. * @param uniformName Name of the variable.
  94355. * @param x First float in float2.
  94356. * @param y Second float in float2.
  94357. * @returns this effect.
  94358. */
  94359. setFloat2(uniformName: string, x: number, y: number): Effect;
  94360. /**
  94361. * Sets a Vector3 on a uniform variable.
  94362. * @param uniformName Name of the variable.
  94363. * @param vector3 Value to be set.
  94364. * @returns this effect.
  94365. */
  94366. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94367. /**
  94368. * Sets a float3 on a uniform variable.
  94369. * @param uniformName Name of the variable.
  94370. * @param x First float in float3.
  94371. * @param y Second float in float3.
  94372. * @param z Third float in float3.
  94373. * @returns this effect.
  94374. */
  94375. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94376. /**
  94377. * Sets a Vector4 on a uniform variable.
  94378. * @param uniformName Name of the variable.
  94379. * @param vector4 Value to be set.
  94380. * @returns this effect.
  94381. */
  94382. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94383. /**
  94384. * Sets a float4 on a uniform variable.
  94385. * @param uniformName Name of the variable.
  94386. * @param x First float in float4.
  94387. * @param y Second float in float4.
  94388. * @param z Third float in float4.
  94389. * @param w Fourth float in float4.
  94390. * @returns this effect.
  94391. */
  94392. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94393. /**
  94394. * Sets a Color3 on a uniform variable.
  94395. * @param uniformName Name of the variable.
  94396. * @param color3 Value to be set.
  94397. * @returns this effect.
  94398. */
  94399. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94400. /**
  94401. * Sets a Color4 on a uniform variable.
  94402. * @param uniformName Name of the variable.
  94403. * @param color3 Value to be set.
  94404. * @param alpha Alpha value to be set.
  94405. * @returns this effect.
  94406. */
  94407. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94408. /**
  94409. * Sets a Color4 on a uniform variable
  94410. * @param uniformName defines the name of the variable
  94411. * @param color4 defines the value to be set
  94412. * @returns this effect.
  94413. */
  94414. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94415. /** Release all associated resources */
  94416. dispose(): void;
  94417. /**
  94418. * This function will add a new shader to the shader store
  94419. * @param name the name of the shader
  94420. * @param pixelShader optional pixel shader content
  94421. * @param vertexShader optional vertex shader content
  94422. */
  94423. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94424. /**
  94425. * Store of each shader (The can be looked up using effect.key)
  94426. */
  94427. static ShadersStore: {
  94428. [key: string]: string;
  94429. };
  94430. /**
  94431. * Store of each included file for a shader (The can be looked up using effect.key)
  94432. */
  94433. static IncludesShadersStore: {
  94434. [key: string]: string;
  94435. };
  94436. /**
  94437. * Resets the cache of effects.
  94438. */
  94439. static ResetCache(): void;
  94440. }
  94441. }
  94442. declare module BABYLON {
  94443. /**
  94444. * Uniform buffer objects.
  94445. *
  94446. * Handles blocks of uniform on the GPU.
  94447. *
  94448. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94449. *
  94450. * For more information, please refer to :
  94451. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94452. */
  94453. export class UniformBuffer {
  94454. private _engine;
  94455. private _buffer;
  94456. private _data;
  94457. private _bufferData;
  94458. private _dynamic?;
  94459. private _uniformLocations;
  94460. private _uniformSizes;
  94461. private _uniformLocationPointer;
  94462. private _needSync;
  94463. private _noUBO;
  94464. private _currentEffect;
  94465. private static _MAX_UNIFORM_SIZE;
  94466. private static _tempBuffer;
  94467. /**
  94468. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94469. * This is dynamic to allow compat with webgl 1 and 2.
  94470. * You will need to pass the name of the uniform as well as the value.
  94471. */
  94472. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94473. /**
  94474. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94475. * This is dynamic to allow compat with webgl 1 and 2.
  94476. * You will need to pass the name of the uniform as well as the value.
  94477. */
  94478. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94479. /**
  94480. * Lambda to Update a single float in a uniform buffer.
  94481. * This is dynamic to allow compat with webgl 1 and 2.
  94482. * You will need to pass the name of the uniform as well as the value.
  94483. */
  94484. updateFloat: (name: string, x: number) => void;
  94485. /**
  94486. * Lambda to Update a vec2 of float in a uniform buffer.
  94487. * This is dynamic to allow compat with webgl 1 and 2.
  94488. * You will need to pass the name of the uniform as well as the value.
  94489. */
  94490. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94491. /**
  94492. * Lambda to Update a vec3 of float in a uniform buffer.
  94493. * This is dynamic to allow compat with webgl 1 and 2.
  94494. * You will need to pass the name of the uniform as well as the value.
  94495. */
  94496. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94497. /**
  94498. * Lambda to Update a vec4 of float in a uniform buffer.
  94499. * This is dynamic to allow compat with webgl 1 and 2.
  94500. * You will need to pass the name of the uniform as well as the value.
  94501. */
  94502. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94503. /**
  94504. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94505. * This is dynamic to allow compat with webgl 1 and 2.
  94506. * You will need to pass the name of the uniform as well as the value.
  94507. */
  94508. updateMatrix: (name: string, mat: Matrix) => void;
  94509. /**
  94510. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94511. * This is dynamic to allow compat with webgl 1 and 2.
  94512. * You will need to pass the name of the uniform as well as the value.
  94513. */
  94514. updateVector3: (name: string, vector: Vector3) => void;
  94515. /**
  94516. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94517. * This is dynamic to allow compat with webgl 1 and 2.
  94518. * You will need to pass the name of the uniform as well as the value.
  94519. */
  94520. updateVector4: (name: string, vector: Vector4) => void;
  94521. /**
  94522. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94523. * This is dynamic to allow compat with webgl 1 and 2.
  94524. * You will need to pass the name of the uniform as well as the value.
  94525. */
  94526. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94527. /**
  94528. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94529. * This is dynamic to allow compat with webgl 1 and 2.
  94530. * You will need to pass the name of the uniform as well as the value.
  94531. */
  94532. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94533. /**
  94534. * Instantiates a new Uniform buffer objects.
  94535. *
  94536. * Handles blocks of uniform on the GPU.
  94537. *
  94538. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94539. *
  94540. * For more information, please refer to :
  94541. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94542. * @param engine Define the engine the buffer is associated with
  94543. * @param data Define the data contained in the buffer
  94544. * @param dynamic Define if the buffer is updatable
  94545. */
  94546. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94547. /**
  94548. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94549. * or just falling back on setUniformXXX calls.
  94550. */
  94551. readonly useUbo: boolean;
  94552. /**
  94553. * Indicates if the WebGL underlying uniform buffer is in sync
  94554. * with the javascript cache data.
  94555. */
  94556. readonly isSync: boolean;
  94557. /**
  94558. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94559. * Also, a dynamic UniformBuffer will disable cache verification and always
  94560. * update the underlying WebGL uniform buffer to the GPU.
  94561. * @returns if Dynamic, otherwise false
  94562. */
  94563. isDynamic(): boolean;
  94564. /**
  94565. * The data cache on JS side.
  94566. * @returns the underlying data as a float array
  94567. */
  94568. getData(): Float32Array;
  94569. /**
  94570. * The underlying WebGL Uniform buffer.
  94571. * @returns the webgl buffer
  94572. */
  94573. getBuffer(): Nullable<DataBuffer>;
  94574. /**
  94575. * std140 layout specifies how to align data within an UBO structure.
  94576. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94577. * for specs.
  94578. */
  94579. private _fillAlignment;
  94580. /**
  94581. * Adds an uniform in the buffer.
  94582. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94583. * for the layout to be correct !
  94584. * @param name Name of the uniform, as used in the uniform block in the shader.
  94585. * @param size Data size, or data directly.
  94586. */
  94587. addUniform(name: string, size: number | number[]): void;
  94588. /**
  94589. * Adds a Matrix 4x4 to the uniform buffer.
  94590. * @param name Name of the uniform, as used in the uniform block in the shader.
  94591. * @param mat A 4x4 matrix.
  94592. */
  94593. addMatrix(name: string, mat: Matrix): void;
  94594. /**
  94595. * Adds a vec2 to the uniform buffer.
  94596. * @param name Name of the uniform, as used in the uniform block in the shader.
  94597. * @param x Define the x component value of the vec2
  94598. * @param y Define the y component value of the vec2
  94599. */
  94600. addFloat2(name: string, x: number, y: number): void;
  94601. /**
  94602. * Adds a vec3 to the uniform buffer.
  94603. * @param name Name of the uniform, as used in the uniform block in the shader.
  94604. * @param x Define the x component value of the vec3
  94605. * @param y Define the y component value of the vec3
  94606. * @param z Define the z component value of the vec3
  94607. */
  94608. addFloat3(name: string, x: number, y: number, z: number): void;
  94609. /**
  94610. * Adds a vec3 to the uniform buffer.
  94611. * @param name Name of the uniform, as used in the uniform block in the shader.
  94612. * @param color Define the vec3 from a Color
  94613. */
  94614. addColor3(name: string, color: Color3): void;
  94615. /**
  94616. * Adds a vec4 to the uniform buffer.
  94617. * @param name Name of the uniform, as used in the uniform block in the shader.
  94618. * @param color Define the rgb components from a Color
  94619. * @param alpha Define the a component of the vec4
  94620. */
  94621. addColor4(name: string, color: Color3, alpha: number): void;
  94622. /**
  94623. * Adds a vec3 to the uniform buffer.
  94624. * @param name Name of the uniform, as used in the uniform block in the shader.
  94625. * @param vector Define the vec3 components from a Vector
  94626. */
  94627. addVector3(name: string, vector: Vector3): void;
  94628. /**
  94629. * Adds a Matrix 3x3 to the uniform buffer.
  94630. * @param name Name of the uniform, as used in the uniform block in the shader.
  94631. */
  94632. addMatrix3x3(name: string): void;
  94633. /**
  94634. * Adds a Matrix 2x2 to the uniform buffer.
  94635. * @param name Name of the uniform, as used in the uniform block in the shader.
  94636. */
  94637. addMatrix2x2(name: string): void;
  94638. /**
  94639. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94640. */
  94641. create(): void;
  94642. /** @hidden */
  94643. _rebuild(): void;
  94644. /**
  94645. * Updates the WebGL Uniform Buffer on the GPU.
  94646. * If the `dynamic` flag is set to true, no cache comparison is done.
  94647. * Otherwise, the buffer will be updated only if the cache differs.
  94648. */
  94649. update(): void;
  94650. /**
  94651. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94652. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94653. * @param data Define the flattened data
  94654. * @param size Define the size of the data.
  94655. */
  94656. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94657. private _valueCache;
  94658. private _cacheMatrix;
  94659. private _updateMatrix3x3ForUniform;
  94660. private _updateMatrix3x3ForEffect;
  94661. private _updateMatrix2x2ForEffect;
  94662. private _updateMatrix2x2ForUniform;
  94663. private _updateFloatForEffect;
  94664. private _updateFloatForUniform;
  94665. private _updateFloat2ForEffect;
  94666. private _updateFloat2ForUniform;
  94667. private _updateFloat3ForEffect;
  94668. private _updateFloat3ForUniform;
  94669. private _updateFloat4ForEffect;
  94670. private _updateFloat4ForUniform;
  94671. private _updateMatrixForEffect;
  94672. private _updateMatrixForUniform;
  94673. private _updateVector3ForEffect;
  94674. private _updateVector3ForUniform;
  94675. private _updateVector4ForEffect;
  94676. private _updateVector4ForUniform;
  94677. private _updateColor3ForEffect;
  94678. private _updateColor3ForUniform;
  94679. private _updateColor4ForEffect;
  94680. private _updateColor4ForUniform;
  94681. /**
  94682. * Sets a sampler uniform on the effect.
  94683. * @param name Define the name of the sampler.
  94684. * @param texture Define the texture to set in the sampler
  94685. */
  94686. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94687. /**
  94688. * Directly updates the value of the uniform in the cache AND on the GPU.
  94689. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94690. * @param data Define the flattened data
  94691. */
  94692. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94693. /**
  94694. * Binds this uniform buffer to an effect.
  94695. * @param effect Define the effect to bind the buffer to
  94696. * @param name Name of the uniform block in the shader.
  94697. */
  94698. bindToEffect(effect: Effect, name: string): void;
  94699. /**
  94700. * Disposes the uniform buffer.
  94701. */
  94702. dispose(): void;
  94703. }
  94704. }
  94705. declare module BABYLON {
  94706. /**
  94707. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94708. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94709. */
  94710. export class Analyser {
  94711. /**
  94712. * Gets or sets the smoothing
  94713. * @ignorenaming
  94714. */
  94715. SMOOTHING: number;
  94716. /**
  94717. * Gets or sets the FFT table size
  94718. * @ignorenaming
  94719. */
  94720. FFT_SIZE: number;
  94721. /**
  94722. * Gets or sets the bar graph amplitude
  94723. * @ignorenaming
  94724. */
  94725. BARGRAPHAMPLITUDE: number;
  94726. /**
  94727. * Gets or sets the position of the debug canvas
  94728. * @ignorenaming
  94729. */
  94730. DEBUGCANVASPOS: {
  94731. x: number;
  94732. y: number;
  94733. };
  94734. /**
  94735. * Gets or sets the debug canvas size
  94736. * @ignorenaming
  94737. */
  94738. DEBUGCANVASSIZE: {
  94739. width: number;
  94740. height: number;
  94741. };
  94742. private _byteFreqs;
  94743. private _byteTime;
  94744. private _floatFreqs;
  94745. private _webAudioAnalyser;
  94746. private _debugCanvas;
  94747. private _debugCanvasContext;
  94748. private _scene;
  94749. private _registerFunc;
  94750. private _audioEngine;
  94751. /**
  94752. * Creates a new analyser
  94753. * @param scene defines hosting scene
  94754. */
  94755. constructor(scene: Scene);
  94756. /**
  94757. * Get the number of data values you will have to play with for the visualization
  94758. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94759. * @returns a number
  94760. */
  94761. getFrequencyBinCount(): number;
  94762. /**
  94763. * Gets the current frequency data as a byte array
  94764. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94765. * @returns a Uint8Array
  94766. */
  94767. getByteFrequencyData(): Uint8Array;
  94768. /**
  94769. * Gets the current waveform as a byte array
  94770. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94771. * @returns a Uint8Array
  94772. */
  94773. getByteTimeDomainData(): Uint8Array;
  94774. /**
  94775. * Gets the current frequency data as a float array
  94776. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94777. * @returns a Float32Array
  94778. */
  94779. getFloatFrequencyData(): Float32Array;
  94780. /**
  94781. * Renders the debug canvas
  94782. */
  94783. drawDebugCanvas(): void;
  94784. /**
  94785. * Stops rendering the debug canvas and removes it
  94786. */
  94787. stopDebugCanvas(): void;
  94788. /**
  94789. * Connects two audio nodes
  94790. * @param inputAudioNode defines first node to connect
  94791. * @param outputAudioNode defines second node to connect
  94792. */
  94793. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94794. /**
  94795. * Releases all associated resources
  94796. */
  94797. dispose(): void;
  94798. }
  94799. }
  94800. declare module BABYLON {
  94801. /**
  94802. * This represents an audio engine and it is responsible
  94803. * to play, synchronize and analyse sounds throughout the application.
  94804. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94805. */
  94806. export interface IAudioEngine extends IDisposable {
  94807. /**
  94808. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94809. */
  94810. readonly canUseWebAudio: boolean;
  94811. /**
  94812. * Gets the current AudioContext if available.
  94813. */
  94814. readonly audioContext: Nullable<AudioContext>;
  94815. /**
  94816. * The master gain node defines the global audio volume of your audio engine.
  94817. */
  94818. readonly masterGain: GainNode;
  94819. /**
  94820. * Gets whether or not mp3 are supported by your browser.
  94821. */
  94822. readonly isMP3supported: boolean;
  94823. /**
  94824. * Gets whether or not ogg are supported by your browser.
  94825. */
  94826. readonly isOGGsupported: boolean;
  94827. /**
  94828. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94829. * @ignoreNaming
  94830. */
  94831. WarnedWebAudioUnsupported: boolean;
  94832. /**
  94833. * Defines if the audio engine relies on a custom unlocked button.
  94834. * In this case, the embedded button will not be displayed.
  94835. */
  94836. useCustomUnlockedButton: boolean;
  94837. /**
  94838. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94839. */
  94840. readonly unlocked: boolean;
  94841. /**
  94842. * Event raised when audio has been unlocked on the browser.
  94843. */
  94844. onAudioUnlockedObservable: Observable<AudioEngine>;
  94845. /**
  94846. * Event raised when audio has been locked on the browser.
  94847. */
  94848. onAudioLockedObservable: Observable<AudioEngine>;
  94849. /**
  94850. * Flags the audio engine in Locked state.
  94851. * This happens due to new browser policies preventing audio to autoplay.
  94852. */
  94853. lock(): void;
  94854. /**
  94855. * Unlocks the audio engine once a user action has been done on the dom.
  94856. * This is helpful to resume play once browser policies have been satisfied.
  94857. */
  94858. unlock(): void;
  94859. }
  94860. /**
  94861. * This represents the default audio engine used in babylon.
  94862. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94863. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94864. */
  94865. export class AudioEngine implements IAudioEngine {
  94866. private _audioContext;
  94867. private _audioContextInitialized;
  94868. private _muteButton;
  94869. private _hostElement;
  94870. /**
  94871. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94872. */
  94873. canUseWebAudio: boolean;
  94874. /**
  94875. * The master gain node defines the global audio volume of your audio engine.
  94876. */
  94877. masterGain: GainNode;
  94878. /**
  94879. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94880. * @ignoreNaming
  94881. */
  94882. WarnedWebAudioUnsupported: boolean;
  94883. /**
  94884. * Gets whether or not mp3 are supported by your browser.
  94885. */
  94886. isMP3supported: boolean;
  94887. /**
  94888. * Gets whether or not ogg are supported by your browser.
  94889. */
  94890. isOGGsupported: boolean;
  94891. /**
  94892. * Gets whether audio has been unlocked on the device.
  94893. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94894. * a user interaction has happened.
  94895. */
  94896. unlocked: boolean;
  94897. /**
  94898. * Defines if the audio engine relies on a custom unlocked button.
  94899. * In this case, the embedded button will not be displayed.
  94900. */
  94901. useCustomUnlockedButton: boolean;
  94902. /**
  94903. * Event raised when audio has been unlocked on the browser.
  94904. */
  94905. onAudioUnlockedObservable: Observable<AudioEngine>;
  94906. /**
  94907. * Event raised when audio has been locked on the browser.
  94908. */
  94909. onAudioLockedObservable: Observable<AudioEngine>;
  94910. /**
  94911. * Gets the current AudioContext if available.
  94912. */
  94913. readonly audioContext: Nullable<AudioContext>;
  94914. private _connectedAnalyser;
  94915. /**
  94916. * Instantiates a new audio engine.
  94917. *
  94918. * There should be only one per page as some browsers restrict the number
  94919. * of audio contexts you can create.
  94920. * @param hostElement defines the host element where to display the mute icon if necessary
  94921. */
  94922. constructor(hostElement?: Nullable<HTMLElement>);
  94923. /**
  94924. * Flags the audio engine in Locked state.
  94925. * This happens due to new browser policies preventing audio to autoplay.
  94926. */
  94927. lock(): void;
  94928. /**
  94929. * Unlocks the audio engine once a user action has been done on the dom.
  94930. * This is helpful to resume play once browser policies have been satisfied.
  94931. */
  94932. unlock(): void;
  94933. private _resumeAudioContext;
  94934. private _initializeAudioContext;
  94935. private _tryToRun;
  94936. private _triggerRunningState;
  94937. private _triggerSuspendedState;
  94938. private _displayMuteButton;
  94939. private _moveButtonToTopLeft;
  94940. private _onResize;
  94941. private _hideMuteButton;
  94942. /**
  94943. * Destroy and release the resources associated with the audio ccontext.
  94944. */
  94945. dispose(): void;
  94946. /**
  94947. * Gets the global volume sets on the master gain.
  94948. * @returns the global volume if set or -1 otherwise
  94949. */
  94950. getGlobalVolume(): number;
  94951. /**
  94952. * Sets the global volume of your experience (sets on the master gain).
  94953. * @param newVolume Defines the new global volume of the application
  94954. */
  94955. setGlobalVolume(newVolume: number): void;
  94956. /**
  94957. * Connect the audio engine to an audio analyser allowing some amazing
  94958. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94959. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94960. * @param analyser The analyser to connect to the engine
  94961. */
  94962. connectToAnalyser(analyser: Analyser): void;
  94963. }
  94964. }
  94965. declare module BABYLON {
  94966. /**
  94967. * Interface used to present a loading screen while loading a scene
  94968. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94969. */
  94970. export interface ILoadingScreen {
  94971. /**
  94972. * Function called to display the loading screen
  94973. */
  94974. displayLoadingUI: () => void;
  94975. /**
  94976. * Function called to hide the loading screen
  94977. */
  94978. hideLoadingUI: () => void;
  94979. /**
  94980. * Gets or sets the color to use for the background
  94981. */
  94982. loadingUIBackgroundColor: string;
  94983. /**
  94984. * Gets or sets the text to display while loading
  94985. */
  94986. loadingUIText: string;
  94987. }
  94988. /**
  94989. * Class used for the default loading screen
  94990. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94991. */
  94992. export class DefaultLoadingScreen implements ILoadingScreen {
  94993. private _renderingCanvas;
  94994. private _loadingText;
  94995. private _loadingDivBackgroundColor;
  94996. private _loadingDiv;
  94997. private _loadingTextDiv;
  94998. /** Gets or sets the logo url to use for the default loading screen */
  94999. static DefaultLogoUrl: string;
  95000. /** Gets or sets the spinner url to use for the default loading screen */
  95001. static DefaultSpinnerUrl: string;
  95002. /**
  95003. * Creates a new default loading screen
  95004. * @param _renderingCanvas defines the canvas used to render the scene
  95005. * @param _loadingText defines the default text to display
  95006. * @param _loadingDivBackgroundColor defines the default background color
  95007. */
  95008. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  95009. /**
  95010. * Function called to display the loading screen
  95011. */
  95012. displayLoadingUI(): void;
  95013. /**
  95014. * Function called to hide the loading screen
  95015. */
  95016. hideLoadingUI(): void;
  95017. /**
  95018. * Gets or sets the text to display while loading
  95019. */
  95020. loadingUIText: string;
  95021. /**
  95022. * Gets or sets the color to use for the background
  95023. */
  95024. loadingUIBackgroundColor: string;
  95025. private _resizeLoadingUI;
  95026. }
  95027. }
  95028. declare module BABYLON {
  95029. /** @hidden */
  95030. export class WebGLPipelineContext implements IPipelineContext {
  95031. engine: Engine;
  95032. program: Nullable<WebGLProgram>;
  95033. context?: WebGLRenderingContext;
  95034. vertexShader?: WebGLShader;
  95035. fragmentShader?: WebGLShader;
  95036. isParallelCompiled: boolean;
  95037. onCompiled?: () => void;
  95038. transformFeedback?: WebGLTransformFeedback | null;
  95039. readonly isAsync: boolean;
  95040. readonly isReady: boolean;
  95041. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  95042. }
  95043. }
  95044. declare module BABYLON {
  95045. /** @hidden */
  95046. export class WebGLDataBuffer extends DataBuffer {
  95047. private _buffer;
  95048. constructor(resource: WebGLBuffer);
  95049. readonly underlyingResource: any;
  95050. }
  95051. }
  95052. declare module BABYLON {
  95053. /** @hidden */
  95054. export class WebGL2ShaderProcessor implements IShaderProcessor {
  95055. attributeProcessor(attribute: string): string;
  95056. varyingProcessor(varying: string, isFragment: boolean): string;
  95057. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  95058. }
  95059. }
  95060. declare module BABYLON {
  95061. /**
  95062. * This class is used to track a performance counter which is number based.
  95063. * The user has access to many properties which give statistics of different nature.
  95064. *
  95065. * The implementer can track two kinds of Performance Counter: time and count.
  95066. * 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.
  95067. * 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.
  95068. */
  95069. export class PerfCounter {
  95070. /**
  95071. * Gets or sets a global boolean to turn on and off all the counters
  95072. */
  95073. static Enabled: boolean;
  95074. /**
  95075. * Returns the smallest value ever
  95076. */
  95077. readonly min: number;
  95078. /**
  95079. * Returns the biggest value ever
  95080. */
  95081. readonly max: number;
  95082. /**
  95083. * Returns the average value since the performance counter is running
  95084. */
  95085. readonly average: number;
  95086. /**
  95087. * Returns the average value of the last second the counter was monitored
  95088. */
  95089. readonly lastSecAverage: number;
  95090. /**
  95091. * Returns the current value
  95092. */
  95093. readonly current: number;
  95094. /**
  95095. * Gets the accumulated total
  95096. */
  95097. readonly total: number;
  95098. /**
  95099. * Gets the total value count
  95100. */
  95101. readonly count: number;
  95102. /**
  95103. * Creates a new counter
  95104. */
  95105. constructor();
  95106. /**
  95107. * Call this method to start monitoring a new frame.
  95108. * 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.
  95109. */
  95110. fetchNewFrame(): void;
  95111. /**
  95112. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  95113. * @param newCount the count value to add to the monitored count
  95114. * @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.
  95115. */
  95116. addCount(newCount: number, fetchResult: boolean): void;
  95117. /**
  95118. * Start monitoring this performance counter
  95119. */
  95120. beginMonitoring(): void;
  95121. /**
  95122. * Compute the time lapsed since the previous beginMonitoring() call.
  95123. * @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
  95124. */
  95125. endMonitoring(newFrame?: boolean): void;
  95126. private _fetchResult;
  95127. private _startMonitoringTime;
  95128. private _min;
  95129. private _max;
  95130. private _average;
  95131. private _current;
  95132. private _totalValueCount;
  95133. private _totalAccumulated;
  95134. private _lastSecAverage;
  95135. private _lastSecAccumulated;
  95136. private _lastSecTime;
  95137. private _lastSecValueCount;
  95138. }
  95139. }
  95140. declare module BABYLON {
  95141. /**
  95142. * Interface for any object that can request an animation frame
  95143. */
  95144. export interface ICustomAnimationFrameRequester {
  95145. /**
  95146. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  95147. */
  95148. renderFunction?: Function;
  95149. /**
  95150. * Called to request the next frame to render to
  95151. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  95152. */
  95153. requestAnimationFrame: Function;
  95154. /**
  95155. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  95156. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  95157. */
  95158. requestID?: number;
  95159. }
  95160. }
  95161. declare module BABYLON {
  95162. /**
  95163. * Settings for finer control over video usage
  95164. */
  95165. export interface VideoTextureSettings {
  95166. /**
  95167. * Applies `autoplay` to video, if specified
  95168. */
  95169. autoPlay?: boolean;
  95170. /**
  95171. * Applies `loop` to video, if specified
  95172. */
  95173. loop?: boolean;
  95174. /**
  95175. * Automatically updates internal texture from video at every frame in the render loop
  95176. */
  95177. autoUpdateTexture: boolean;
  95178. /**
  95179. * Image src displayed during the video loading or until the user interacts with the video.
  95180. */
  95181. poster?: string;
  95182. }
  95183. /**
  95184. * If you want to display a video in your scene, this is the special texture for that.
  95185. * This special texture works similar to other textures, with the exception of a few parameters.
  95186. * @see https://doc.babylonjs.com/how_to/video_texture
  95187. */
  95188. export class VideoTexture extends Texture {
  95189. /**
  95190. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95191. */
  95192. readonly autoUpdateTexture: boolean;
  95193. /**
  95194. * The video instance used by the texture internally
  95195. */
  95196. readonly video: HTMLVideoElement;
  95197. private _onUserActionRequestedObservable;
  95198. /**
  95199. * Event triggerd when a dom action is required by the user to play the video.
  95200. * This happens due to recent changes in browser policies preventing video to auto start.
  95201. */
  95202. readonly onUserActionRequestedObservable: Observable<Texture>;
  95203. private _generateMipMaps;
  95204. private _engine;
  95205. private _stillImageCaptured;
  95206. private _displayingPosterTexture;
  95207. private _settings;
  95208. private _createInternalTextureOnEvent;
  95209. private _frameId;
  95210. /**
  95211. * Creates a video texture.
  95212. * If you want to display a video in your scene, this is the special texture for that.
  95213. * This special texture works similar to other textures, with the exception of a few parameters.
  95214. * @see https://doc.babylonjs.com/how_to/video_texture
  95215. * @param name optional name, will detect from video source, if not defined
  95216. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95217. * @param scene is obviously the current scene.
  95218. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95219. * @param invertY is false by default but can be used to invert video on Y axis
  95220. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95221. * @param settings allows finer control over video usage
  95222. */
  95223. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95224. private _getName;
  95225. private _getVideo;
  95226. private _createInternalTexture;
  95227. private reset;
  95228. /**
  95229. * @hidden Internal method to initiate `update`.
  95230. */
  95231. _rebuild(): void;
  95232. /**
  95233. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95234. */
  95235. update(): void;
  95236. /**
  95237. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95238. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95239. */
  95240. updateTexture(isVisible: boolean): void;
  95241. protected _updateInternalTexture: () => void;
  95242. /**
  95243. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95244. * @param url New url.
  95245. */
  95246. updateURL(url: string): void;
  95247. /**
  95248. * Dispose the texture and release its associated resources.
  95249. */
  95250. dispose(): void;
  95251. /**
  95252. * Creates a video texture straight from a stream.
  95253. * @param scene Define the scene the texture should be created in
  95254. * @param stream Define the stream the texture should be created from
  95255. * @returns The created video texture as a promise
  95256. */
  95257. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95258. /**
  95259. * Creates a video texture straight from your WebCam video feed.
  95260. * @param scene Define the scene the texture should be created in
  95261. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95262. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95263. * @returns The created video texture as a promise
  95264. */
  95265. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95266. minWidth: number;
  95267. maxWidth: number;
  95268. minHeight: number;
  95269. maxHeight: number;
  95270. deviceId: string;
  95271. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95272. /**
  95273. * Creates a video texture straight from your WebCam video feed.
  95274. * @param scene Define the scene the texture should be created in
  95275. * @param onReady Define a callback to triggered once the texture will be ready
  95276. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95277. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95278. */
  95279. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95280. minWidth: number;
  95281. maxWidth: number;
  95282. minHeight: number;
  95283. maxHeight: number;
  95284. deviceId: string;
  95285. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95286. }
  95287. }
  95288. declare module BABYLON {
  95289. /**
  95290. * Defines the interface used by objects containing a viewport (like a camera)
  95291. */
  95292. interface IViewportOwnerLike {
  95293. /**
  95294. * Gets or sets the viewport
  95295. */
  95296. viewport: IViewportLike;
  95297. }
  95298. /**
  95299. * Interface for attribute information associated with buffer instanciation
  95300. */
  95301. export class InstancingAttributeInfo {
  95302. /**
  95303. * Index/offset of the attribute in the vertex shader
  95304. */
  95305. index: number;
  95306. /**
  95307. * size of the attribute, 1, 2, 3 or 4
  95308. */
  95309. attributeSize: number;
  95310. /**
  95311. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95312. * default is FLOAT
  95313. */
  95314. attribyteType: number;
  95315. /**
  95316. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95317. */
  95318. normalized: boolean;
  95319. /**
  95320. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95321. */
  95322. offset: number;
  95323. /**
  95324. * Name of the GLSL attribute, for debugging purpose only
  95325. */
  95326. attributeName: string;
  95327. }
  95328. /**
  95329. * Define options used to create a depth texture
  95330. */
  95331. export class DepthTextureCreationOptions {
  95332. /** Specifies whether or not a stencil should be allocated in the texture */
  95333. generateStencil?: boolean;
  95334. /** Specifies whether or not bilinear filtering is enable on the texture */
  95335. bilinearFiltering?: boolean;
  95336. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95337. comparisonFunction?: number;
  95338. /** Specifies if the created texture is a cube texture */
  95339. isCube?: boolean;
  95340. }
  95341. /**
  95342. * Class used to describe the capabilities of the engine relatively to the current browser
  95343. */
  95344. export class EngineCapabilities {
  95345. /** Maximum textures units per fragment shader */
  95346. maxTexturesImageUnits: number;
  95347. /** Maximum texture units per vertex shader */
  95348. maxVertexTextureImageUnits: number;
  95349. /** Maximum textures units in the entire pipeline */
  95350. maxCombinedTexturesImageUnits: number;
  95351. /** Maximum texture size */
  95352. maxTextureSize: number;
  95353. /** Maximum cube texture size */
  95354. maxCubemapTextureSize: number;
  95355. /** Maximum render texture size */
  95356. maxRenderTextureSize: number;
  95357. /** Maximum number of vertex attributes */
  95358. maxVertexAttribs: number;
  95359. /** Maximum number of varyings */
  95360. maxVaryingVectors: number;
  95361. /** Maximum number of uniforms per vertex shader */
  95362. maxVertexUniformVectors: number;
  95363. /** Maximum number of uniforms per fragment shader */
  95364. maxFragmentUniformVectors: number;
  95365. /** Defines if standard derivates (dx/dy) are supported */
  95366. standardDerivatives: boolean;
  95367. /** Defines if s3tc texture compression is supported */
  95368. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95369. /** Defines if pvrtc texture compression is supported */
  95370. pvrtc: any;
  95371. /** Defines if etc1 texture compression is supported */
  95372. etc1: any;
  95373. /** Defines if etc2 texture compression is supported */
  95374. etc2: any;
  95375. /** Defines if astc texture compression is supported */
  95376. astc: any;
  95377. /** Defines if float textures are supported */
  95378. textureFloat: boolean;
  95379. /** Defines if vertex array objects are supported */
  95380. vertexArrayObject: boolean;
  95381. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95382. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95383. /** Gets the maximum level of anisotropy supported */
  95384. maxAnisotropy: number;
  95385. /** Defines if instancing is supported */
  95386. instancedArrays: boolean;
  95387. /** Defines if 32 bits indices are supported */
  95388. uintIndices: boolean;
  95389. /** Defines if high precision shaders are supported */
  95390. highPrecisionShaderSupported: boolean;
  95391. /** Defines if depth reading in the fragment shader is supported */
  95392. fragmentDepthSupported: boolean;
  95393. /** Defines if float texture linear filtering is supported*/
  95394. textureFloatLinearFiltering: boolean;
  95395. /** Defines if rendering to float textures is supported */
  95396. textureFloatRender: boolean;
  95397. /** Defines if half float textures are supported*/
  95398. textureHalfFloat: boolean;
  95399. /** Defines if half float texture linear filtering is supported*/
  95400. textureHalfFloatLinearFiltering: boolean;
  95401. /** Defines if rendering to half float textures is supported */
  95402. textureHalfFloatRender: boolean;
  95403. /** Defines if textureLOD shader command is supported */
  95404. textureLOD: boolean;
  95405. /** Defines if draw buffers extension is supported */
  95406. drawBuffersExtension: boolean;
  95407. /** Defines if depth textures are supported */
  95408. depthTextureExtension: boolean;
  95409. /** Defines if float color buffer are supported */
  95410. colorBufferFloat: boolean;
  95411. /** Gets disjoint timer query extension (null if not supported) */
  95412. timerQuery: EXT_disjoint_timer_query;
  95413. /** Defines if timestamp can be used with timer query */
  95414. canUseTimestampForTimerQuery: boolean;
  95415. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95416. multiview: any;
  95417. /** Function used to let the system compiles shaders in background */
  95418. parallelShaderCompile: {
  95419. COMPLETION_STATUS_KHR: number;
  95420. };
  95421. /** Max number of texture samples for MSAA */
  95422. maxMSAASamples: number;
  95423. }
  95424. /** Interface defining initialization parameters for Engine class */
  95425. export interface EngineOptions extends WebGLContextAttributes {
  95426. /**
  95427. * Defines if the engine should no exceed a specified device ratio
  95428. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95429. */
  95430. limitDeviceRatio?: number;
  95431. /**
  95432. * Defines if webvr should be enabled automatically
  95433. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95434. */
  95435. autoEnableWebVR?: boolean;
  95436. /**
  95437. * Defines if webgl2 should be turned off even if supported
  95438. * @see http://doc.babylonjs.com/features/webgl2
  95439. */
  95440. disableWebGL2Support?: boolean;
  95441. /**
  95442. * Defines if webaudio should be initialized as well
  95443. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95444. */
  95445. audioEngine?: boolean;
  95446. /**
  95447. * Defines if animations should run using a deterministic lock step
  95448. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95449. */
  95450. deterministicLockstep?: boolean;
  95451. /** Defines the maximum steps to use with deterministic lock step mode */
  95452. lockstepMaxSteps?: number;
  95453. /**
  95454. * Defines that engine should ignore context lost events
  95455. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95456. */
  95457. doNotHandleContextLost?: boolean;
  95458. /**
  95459. * Defines that engine should ignore modifying touch action attribute and style
  95460. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95461. */
  95462. doNotHandleTouchAction?: boolean;
  95463. /**
  95464. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95465. */
  95466. useHighPrecisionFloats?: boolean;
  95467. }
  95468. /**
  95469. * Defines the interface used by display changed events
  95470. */
  95471. export interface IDisplayChangedEventArgs {
  95472. /** Gets the vrDisplay object (if any) */
  95473. vrDisplay: Nullable<any>;
  95474. /** Gets a boolean indicating if webVR is supported */
  95475. vrSupported: boolean;
  95476. }
  95477. /**
  95478. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95479. */
  95480. export class Engine {
  95481. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95482. static ExceptionList: ({
  95483. key: string;
  95484. capture: string;
  95485. captureConstraint: number;
  95486. targets: string[];
  95487. } | {
  95488. key: string;
  95489. capture: null;
  95490. captureConstraint: null;
  95491. targets: string[];
  95492. })[];
  95493. /** Gets the list of created engines */
  95494. static readonly Instances: Engine[];
  95495. /**
  95496. * Gets the latest created engine
  95497. */
  95498. static readonly LastCreatedEngine: Nullable<Engine>;
  95499. /**
  95500. * Gets the latest created scene
  95501. */
  95502. static readonly LastCreatedScene: Nullable<Scene>;
  95503. /**
  95504. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95505. * @param flag defines which part of the materials must be marked as dirty
  95506. * @param predicate defines a predicate used to filter which materials should be affected
  95507. */
  95508. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95509. /** @hidden */
  95510. static _TextureLoaders: IInternalTextureLoader[];
  95511. /** Defines that alpha blending is disabled */
  95512. static readonly ALPHA_DISABLE: number;
  95513. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95514. static readonly ALPHA_ADD: number;
  95515. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95516. static readonly ALPHA_COMBINE: number;
  95517. /** Defines that alpha blending to DEST - SRC * DEST */
  95518. static readonly ALPHA_SUBTRACT: number;
  95519. /** Defines that alpha blending to SRC * DEST */
  95520. static readonly ALPHA_MULTIPLY: number;
  95521. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95522. static readonly ALPHA_MAXIMIZED: number;
  95523. /** Defines that alpha blending to SRC + DEST */
  95524. static readonly ALPHA_ONEONE: number;
  95525. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95526. static readonly ALPHA_PREMULTIPLIED: number;
  95527. /**
  95528. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95529. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95530. */
  95531. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95532. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95533. static readonly ALPHA_INTERPOLATE: number;
  95534. /**
  95535. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95536. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95537. */
  95538. static readonly ALPHA_SCREENMODE: number;
  95539. /** Defines that the ressource is not delayed*/
  95540. static readonly DELAYLOADSTATE_NONE: number;
  95541. /** Defines that the ressource was successfully delay loaded */
  95542. static readonly DELAYLOADSTATE_LOADED: number;
  95543. /** Defines that the ressource is currently delay loading */
  95544. static readonly DELAYLOADSTATE_LOADING: number;
  95545. /** Defines that the ressource is delayed and has not started loading */
  95546. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95547. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95548. static readonly NEVER: number;
  95549. /** 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 */
  95550. static readonly ALWAYS: number;
  95551. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95552. static readonly LESS: number;
  95553. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95554. static readonly EQUAL: number;
  95555. /** 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 */
  95556. static readonly LEQUAL: number;
  95557. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95558. static readonly GREATER: number;
  95559. /** 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 */
  95560. static readonly GEQUAL: number;
  95561. /** 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 */
  95562. static readonly NOTEQUAL: number;
  95563. /** Passed to stencilOperation to specify that stencil value must be kept */
  95564. static readonly KEEP: number;
  95565. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95566. static readonly REPLACE: number;
  95567. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95568. static readonly INCR: number;
  95569. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95570. static readonly DECR: number;
  95571. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95572. static readonly INVERT: number;
  95573. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95574. static readonly INCR_WRAP: number;
  95575. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95576. static readonly DECR_WRAP: number;
  95577. /** Texture is not repeating outside of 0..1 UVs */
  95578. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95579. /** Texture is repeating outside of 0..1 UVs */
  95580. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95581. /** Texture is repeating and mirrored */
  95582. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95583. /** ALPHA */
  95584. static readonly TEXTUREFORMAT_ALPHA: number;
  95585. /** LUMINANCE */
  95586. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95587. /** LUMINANCE_ALPHA */
  95588. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95589. /** RGB */
  95590. static readonly TEXTUREFORMAT_RGB: number;
  95591. /** RGBA */
  95592. static readonly TEXTUREFORMAT_RGBA: number;
  95593. /** RED */
  95594. static readonly TEXTUREFORMAT_RED: number;
  95595. /** RED (2nd reference) */
  95596. static readonly TEXTUREFORMAT_R: number;
  95597. /** RG */
  95598. static readonly TEXTUREFORMAT_RG: number;
  95599. /** RED_INTEGER */
  95600. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95601. /** RED_INTEGER (2nd reference) */
  95602. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95603. /** RG_INTEGER */
  95604. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95605. /** RGB_INTEGER */
  95606. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95607. /** RGBA_INTEGER */
  95608. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95609. /** UNSIGNED_BYTE */
  95610. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95611. /** UNSIGNED_BYTE (2nd reference) */
  95612. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95613. /** FLOAT */
  95614. static readonly TEXTURETYPE_FLOAT: number;
  95615. /** HALF_FLOAT */
  95616. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95617. /** BYTE */
  95618. static readonly TEXTURETYPE_BYTE: number;
  95619. /** SHORT */
  95620. static readonly TEXTURETYPE_SHORT: number;
  95621. /** UNSIGNED_SHORT */
  95622. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95623. /** INT */
  95624. static readonly TEXTURETYPE_INT: number;
  95625. /** UNSIGNED_INT */
  95626. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95627. /** UNSIGNED_SHORT_4_4_4_4 */
  95628. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95629. /** UNSIGNED_SHORT_5_5_5_1 */
  95630. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95631. /** UNSIGNED_SHORT_5_6_5 */
  95632. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95633. /** UNSIGNED_INT_2_10_10_10_REV */
  95634. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95635. /** UNSIGNED_INT_24_8 */
  95636. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95637. /** UNSIGNED_INT_10F_11F_11F_REV */
  95638. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95639. /** UNSIGNED_INT_5_9_9_9_REV */
  95640. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95641. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95642. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95643. /** nearest is mag = nearest and min = nearest and mip = linear */
  95644. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95645. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95646. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95647. /** Trilinear is mag = linear and min = linear and mip = linear */
  95648. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95649. /** nearest is mag = nearest and min = nearest and mip = linear */
  95650. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95651. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95652. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95653. /** Trilinear is mag = linear and min = linear and mip = linear */
  95654. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95655. /** mag = nearest and min = nearest and mip = nearest */
  95656. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95657. /** mag = nearest and min = linear and mip = nearest */
  95658. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95659. /** mag = nearest and min = linear and mip = linear */
  95660. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95661. /** mag = nearest and min = linear and mip = none */
  95662. static readonly TEXTURE_NEAREST_LINEAR: number;
  95663. /** mag = nearest and min = nearest and mip = none */
  95664. static readonly TEXTURE_NEAREST_NEAREST: number;
  95665. /** mag = linear and min = nearest and mip = nearest */
  95666. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95667. /** mag = linear and min = nearest and mip = linear */
  95668. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95669. /** mag = linear and min = linear and mip = none */
  95670. static readonly TEXTURE_LINEAR_LINEAR: number;
  95671. /** mag = linear and min = nearest and mip = none */
  95672. static readonly TEXTURE_LINEAR_NEAREST: number;
  95673. /** Explicit coordinates mode */
  95674. static readonly TEXTURE_EXPLICIT_MODE: number;
  95675. /** Spherical coordinates mode */
  95676. static readonly TEXTURE_SPHERICAL_MODE: number;
  95677. /** Planar coordinates mode */
  95678. static readonly TEXTURE_PLANAR_MODE: number;
  95679. /** Cubic coordinates mode */
  95680. static readonly TEXTURE_CUBIC_MODE: number;
  95681. /** Projection coordinates mode */
  95682. static readonly TEXTURE_PROJECTION_MODE: number;
  95683. /** Skybox coordinates mode */
  95684. static readonly TEXTURE_SKYBOX_MODE: number;
  95685. /** Inverse Cubic coordinates mode */
  95686. static readonly TEXTURE_INVCUBIC_MODE: number;
  95687. /** Equirectangular coordinates mode */
  95688. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95689. /** Equirectangular Fixed coordinates mode */
  95690. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95691. /** Equirectangular Fixed Mirrored coordinates mode */
  95692. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95693. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95694. static readonly SCALEMODE_FLOOR: number;
  95695. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95696. static readonly SCALEMODE_NEAREST: number;
  95697. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95698. static readonly SCALEMODE_CEILING: number;
  95699. /**
  95700. * Returns the current npm package of the sdk
  95701. */
  95702. static readonly NpmPackage: string;
  95703. /**
  95704. * Returns the current version of the framework
  95705. */
  95706. static readonly Version: string;
  95707. /**
  95708. * Returns a string describing the current engine
  95709. */
  95710. readonly description: string;
  95711. /**
  95712. * Gets or sets the epsilon value used by collision engine
  95713. */
  95714. static CollisionsEpsilon: number;
  95715. /**
  95716. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95717. */
  95718. static ShadersRepository: string;
  95719. /**
  95720. * Method called to create the default loading screen.
  95721. * This can be overriden in your own app.
  95722. * @param canvas The rendering canvas element
  95723. * @returns The loading screen
  95724. */
  95725. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95726. /**
  95727. * Method called to create the default rescale post process on each engine.
  95728. */
  95729. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95730. /** @hidden */
  95731. _shaderProcessor: IShaderProcessor;
  95732. /**
  95733. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95734. */
  95735. forcePOTTextures: boolean;
  95736. /**
  95737. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95738. */
  95739. isFullscreen: boolean;
  95740. /**
  95741. * Gets a boolean indicating if the pointer is currently locked
  95742. */
  95743. isPointerLock: boolean;
  95744. /**
  95745. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95746. */
  95747. cullBackFaces: boolean;
  95748. /**
  95749. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95750. */
  95751. renderEvenInBackground: boolean;
  95752. /**
  95753. * Gets or sets a boolean indicating that cache can be kept between frames
  95754. */
  95755. preventCacheWipeBetweenFrames: boolean;
  95756. /**
  95757. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95758. **/
  95759. enableOfflineSupport: boolean;
  95760. /**
  95761. * 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)
  95762. **/
  95763. disableManifestCheck: boolean;
  95764. /**
  95765. * Gets the list of created scenes
  95766. */
  95767. scenes: Scene[];
  95768. /**
  95769. * Event raised when a new scene is created
  95770. */
  95771. onNewSceneAddedObservable: Observable<Scene>;
  95772. /**
  95773. * Gets the list of created postprocesses
  95774. */
  95775. postProcesses: PostProcess[];
  95776. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95777. validateShaderPrograms: boolean;
  95778. /**
  95779. * Observable event triggered each time the rendering canvas is resized
  95780. */
  95781. onResizeObservable: Observable<Engine>;
  95782. /**
  95783. * Observable event triggered each time the canvas loses focus
  95784. */
  95785. onCanvasBlurObservable: Observable<Engine>;
  95786. /**
  95787. * Observable event triggered each time the canvas gains focus
  95788. */
  95789. onCanvasFocusObservable: Observable<Engine>;
  95790. /**
  95791. * Observable event triggered each time the canvas receives pointerout event
  95792. */
  95793. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95794. /**
  95795. * Observable event triggered before each texture is initialized
  95796. */
  95797. onBeforeTextureInitObservable: Observable<Texture>;
  95798. /**
  95799. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95800. */
  95801. disableUniformBuffers: boolean;
  95802. /** @hidden */
  95803. _uniformBuffers: UniformBuffer[];
  95804. /**
  95805. * Gets a boolean indicating that the engine supports uniform buffers
  95806. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95807. */
  95808. readonly supportsUniformBuffers: boolean;
  95809. /**
  95810. * Observable raised when the engine begins a new frame
  95811. */
  95812. onBeginFrameObservable: Observable<Engine>;
  95813. /**
  95814. * If set, will be used to request the next animation frame for the render loop
  95815. */
  95816. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95817. /**
  95818. * Observable raised when the engine ends the current frame
  95819. */
  95820. onEndFrameObservable: Observable<Engine>;
  95821. /**
  95822. * Observable raised when the engine is about to compile a shader
  95823. */
  95824. onBeforeShaderCompilationObservable: Observable<Engine>;
  95825. /**
  95826. * Observable raised when the engine has jsut compiled a shader
  95827. */
  95828. onAfterShaderCompilationObservable: Observable<Engine>;
  95829. /** @hidden */
  95830. _gl: WebGLRenderingContext;
  95831. private _renderingCanvas;
  95832. private _windowIsBackground;
  95833. protected _webGLVersion: number;
  95834. protected _highPrecisionShadersAllowed: boolean;
  95835. /** @hidden */
  95836. readonly _shouldUseHighPrecisionShader: boolean;
  95837. /**
  95838. * Gets a boolean indicating that only power of 2 textures are supported
  95839. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95840. */
  95841. readonly needPOTTextures: boolean;
  95842. /** @hidden */
  95843. _badOS: boolean;
  95844. /** @hidden */
  95845. _badDesktopOS: boolean;
  95846. /**
  95847. * Gets the audio engine
  95848. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95849. * @ignorenaming
  95850. */
  95851. static audioEngine: IAudioEngine;
  95852. /**
  95853. * Default AudioEngine factory responsible of creating the Audio Engine.
  95854. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95855. */
  95856. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95857. /**
  95858. * Default offline support factory responsible of creating a tool used to store data locally.
  95859. * By default, this will create a Database object if the workload has been embedded.
  95860. */
  95861. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95862. private _onFocus;
  95863. private _onBlur;
  95864. private _onCanvasPointerOut;
  95865. private _onCanvasBlur;
  95866. private _onCanvasFocus;
  95867. private _onFullscreenChange;
  95868. private _onPointerLockChange;
  95869. private _hardwareScalingLevel;
  95870. /** @hidden */
  95871. _caps: EngineCapabilities;
  95872. private _pointerLockRequested;
  95873. private _isStencilEnable;
  95874. protected _colorWrite: boolean;
  95875. private _loadingScreen;
  95876. /** @hidden */
  95877. _drawCalls: PerfCounter;
  95878. private _glVersion;
  95879. private _glRenderer;
  95880. private _glVendor;
  95881. private _videoTextureSupported;
  95882. private _renderingQueueLaunched;
  95883. private _activeRenderLoops;
  95884. private _deterministicLockstep;
  95885. private _lockstepMaxSteps;
  95886. /**
  95887. * Observable signaled when a context lost event is raised
  95888. */
  95889. onContextLostObservable: Observable<Engine>;
  95890. /**
  95891. * Observable signaled when a context restored event is raised
  95892. */
  95893. onContextRestoredObservable: Observable<Engine>;
  95894. private _onContextLost;
  95895. private _onContextRestored;
  95896. private _contextWasLost;
  95897. /** @hidden */
  95898. _doNotHandleContextLost: boolean;
  95899. /**
  95900. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95901. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95902. */
  95903. doNotHandleContextLost: boolean;
  95904. private _performanceMonitor;
  95905. private _fps;
  95906. private _deltaTime;
  95907. /**
  95908. * Turn this value on if you want to pause FPS computation when in background
  95909. */
  95910. disablePerformanceMonitorInBackground: boolean;
  95911. /**
  95912. * Gets the performance monitor attached to this engine
  95913. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95914. */
  95915. readonly performanceMonitor: PerformanceMonitor;
  95916. /**
  95917. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95918. */
  95919. disableVertexArrayObjects: boolean;
  95920. /** @hidden */
  95921. protected _depthCullingState: _DepthCullingState;
  95922. /** @hidden */
  95923. protected _stencilState: _StencilState;
  95924. /** @hidden */
  95925. protected _alphaState: _AlphaState;
  95926. /** @hidden */
  95927. protected _alphaMode: number;
  95928. /** @hidden */
  95929. _internalTexturesCache: InternalTexture[];
  95930. /** @hidden */
  95931. protected _activeChannel: number;
  95932. private _currentTextureChannel;
  95933. /** @hidden */
  95934. protected _boundTexturesCache: {
  95935. [key: string]: Nullable<InternalTexture>;
  95936. };
  95937. /** @hidden */
  95938. protected _currentEffect: Nullable<Effect>;
  95939. /** @hidden */
  95940. protected _currentProgram: Nullable<WebGLProgram>;
  95941. private _compiledEffects;
  95942. private _vertexAttribArraysEnabled;
  95943. /** @hidden */
  95944. protected _cachedViewport: Nullable<IViewportLike>;
  95945. private _cachedVertexArrayObject;
  95946. /** @hidden */
  95947. protected _cachedVertexBuffers: any;
  95948. /** @hidden */
  95949. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95950. /** @hidden */
  95951. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95952. /** @hidden */
  95953. _currentRenderTarget: Nullable<InternalTexture>;
  95954. private _uintIndicesCurrentlySet;
  95955. private _currentBoundBuffer;
  95956. /** @hidden */
  95957. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95958. private _currentBufferPointers;
  95959. private _currentInstanceLocations;
  95960. private _currentInstanceBuffers;
  95961. private _textureUnits;
  95962. /** @hidden */
  95963. _workingCanvas: Nullable<HTMLCanvasElement>;
  95964. /** @hidden */
  95965. _workingContext: Nullable<CanvasRenderingContext2D>;
  95966. private _rescalePostProcess;
  95967. private _dummyFramebuffer;
  95968. private _externalData;
  95969. /** @hidden */
  95970. _bindedRenderFunction: any;
  95971. private _vaoRecordInProgress;
  95972. private _mustWipeVertexAttributes;
  95973. private _emptyTexture;
  95974. private _emptyCubeTexture;
  95975. private _emptyTexture3D;
  95976. /** @hidden */
  95977. _frameHandler: number;
  95978. private _nextFreeTextureSlots;
  95979. private _maxSimultaneousTextures;
  95980. private _activeRequests;
  95981. private _texturesSupported;
  95982. /** @hidden */
  95983. _textureFormatInUse: Nullable<string>;
  95984. /**
  95985. * Gets the list of texture formats supported
  95986. */
  95987. readonly texturesSupported: Array<string>;
  95988. /**
  95989. * Gets the list of texture formats in use
  95990. */
  95991. readonly textureFormatInUse: Nullable<string>;
  95992. /**
  95993. * Gets the current viewport
  95994. */
  95995. readonly currentViewport: Nullable<IViewportLike>;
  95996. /**
  95997. * Gets the default empty texture
  95998. */
  95999. readonly emptyTexture: InternalTexture;
  96000. /**
  96001. * Gets the default empty 3D texture
  96002. */
  96003. readonly emptyTexture3D: InternalTexture;
  96004. /**
  96005. * Gets the default empty cube texture
  96006. */
  96007. readonly emptyCubeTexture: InternalTexture;
  96008. /**
  96009. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  96010. */
  96011. readonly premultipliedAlpha: boolean;
  96012. /**
  96013. * Creates a new engine
  96014. * @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
  96015. * @param antialias defines enable antialiasing (default: false)
  96016. * @param options defines further options to be sent to the getContext() function
  96017. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  96018. */
  96019. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  96020. /**
  96021. * Initializes a webVR display and starts listening to display change events
  96022. * The onVRDisplayChangedObservable will be notified upon these changes
  96023. * @returns The onVRDisplayChangedObservable
  96024. */
  96025. initWebVR(): Observable<IDisplayChangedEventArgs>;
  96026. /** @hidden */
  96027. _prepareVRComponent(): void;
  96028. /** @hidden */
  96029. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  96030. /** @hidden */
  96031. _submitVRFrame(): void;
  96032. /**
  96033. * Call this function to leave webVR mode
  96034. * Will do nothing if webVR is not supported or if there is no webVR device
  96035. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96036. */
  96037. disableVR(): void;
  96038. /**
  96039. * Gets a boolean indicating that the system is in VR mode and is presenting
  96040. * @returns true if VR mode is engaged
  96041. */
  96042. isVRPresenting(): boolean;
  96043. /** @hidden */
  96044. _requestVRFrame(): void;
  96045. private _disableTouchAction;
  96046. private _rebuildInternalTextures;
  96047. private _rebuildEffects;
  96048. /**
  96049. * Gets a boolean indicating if all created effects are ready
  96050. * @returns true if all effects are ready
  96051. */
  96052. areAllEffectsReady(): boolean;
  96053. private _rebuildBuffers;
  96054. private _initGLContext;
  96055. /**
  96056. * Gets version of the current webGL context
  96057. */
  96058. readonly webGLVersion: number;
  96059. /**
  96060. * Gets a string idenfifying the name of the class
  96061. * @returns "Engine" string
  96062. */
  96063. getClassName(): string;
  96064. /**
  96065. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  96066. */
  96067. readonly isStencilEnable: boolean;
  96068. /** @hidden */
  96069. _prepareWorkingCanvas(): void;
  96070. /**
  96071. * Reset the texture cache to empty state
  96072. */
  96073. resetTextureCache(): void;
  96074. /**
  96075. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  96076. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96077. * @returns true if engine is in deterministic lock step mode
  96078. */
  96079. isDeterministicLockStep(): boolean;
  96080. /**
  96081. * Gets the max steps when engine is running in deterministic lock step
  96082. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96083. * @returns the max steps
  96084. */
  96085. getLockstepMaxSteps(): number;
  96086. /**
  96087. * Gets an object containing information about the current webGL context
  96088. * @returns an object containing the vender, the renderer and the version of the current webGL context
  96089. */
  96090. getGlInfo(): {
  96091. vendor: string;
  96092. renderer: string;
  96093. version: string;
  96094. };
  96095. /**
  96096. * Gets current aspect ratio
  96097. * @param viewportOwner defines the camera to use to get the aspect ratio
  96098. * @param useScreen defines if screen size must be used (or the current render target if any)
  96099. * @returns a number defining the aspect ratio
  96100. */
  96101. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  96102. /**
  96103. * Gets current screen aspect ratio
  96104. * @returns a number defining the aspect ratio
  96105. */
  96106. getScreenAspectRatio(): number;
  96107. /**
  96108. * Gets the current render width
  96109. * @param useScreen defines if screen size must be used (or the current render target if any)
  96110. * @returns a number defining the current render width
  96111. */
  96112. getRenderWidth(useScreen?: boolean): number;
  96113. /**
  96114. * Gets the current render height
  96115. * @param useScreen defines if screen size must be used (or the current render target if any)
  96116. * @returns a number defining the current render height
  96117. */
  96118. getRenderHeight(useScreen?: boolean): number;
  96119. /**
  96120. * Gets the HTML canvas attached with the current webGL context
  96121. * @returns a HTML canvas
  96122. */
  96123. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  96124. /**
  96125. * Gets host window
  96126. * @returns the host window object
  96127. */
  96128. getHostWindow(): Window;
  96129. /**
  96130. * Gets host document
  96131. * @returns the host document object
  96132. */
  96133. getHostDocument(): Document;
  96134. /**
  96135. * Gets the client rect of the HTML canvas attached with the current webGL context
  96136. * @returns a client rectanglee
  96137. */
  96138. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  96139. /**
  96140. * Defines the hardware scaling level.
  96141. * By default the hardware scaling level is computed from the window device ratio.
  96142. * 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.
  96143. * @param level defines the level to use
  96144. */
  96145. setHardwareScalingLevel(level: number): void;
  96146. /**
  96147. * Gets the current hardware scaling level.
  96148. * By default the hardware scaling level is computed from the window device ratio.
  96149. * 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.
  96150. * @returns a number indicating the current hardware scaling level
  96151. */
  96152. getHardwareScalingLevel(): number;
  96153. /**
  96154. * Gets the list of loaded textures
  96155. * @returns an array containing all loaded textures
  96156. */
  96157. getLoadedTexturesCache(): InternalTexture[];
  96158. /**
  96159. * Gets the object containing all engine capabilities
  96160. * @returns the EngineCapabilities object
  96161. */
  96162. getCaps(): EngineCapabilities;
  96163. /**
  96164. * Gets the current depth function
  96165. * @returns a number defining the depth function
  96166. */
  96167. getDepthFunction(): Nullable<number>;
  96168. /**
  96169. * Sets the current depth function
  96170. * @param depthFunc defines the function to use
  96171. */
  96172. setDepthFunction(depthFunc: number): void;
  96173. /**
  96174. * Sets the current depth function to GREATER
  96175. */
  96176. setDepthFunctionToGreater(): void;
  96177. /**
  96178. * Sets the current depth function to GEQUAL
  96179. */
  96180. setDepthFunctionToGreaterOrEqual(): void;
  96181. /**
  96182. * Sets the current depth function to LESS
  96183. */
  96184. setDepthFunctionToLess(): void;
  96185. private _cachedStencilBuffer;
  96186. private _cachedStencilFunction;
  96187. private _cachedStencilMask;
  96188. private _cachedStencilOperationPass;
  96189. private _cachedStencilOperationFail;
  96190. private _cachedStencilOperationDepthFail;
  96191. private _cachedStencilReference;
  96192. /**
  96193. * Caches the the state of the stencil buffer
  96194. */
  96195. cacheStencilState(): void;
  96196. /**
  96197. * Restores the state of the stencil buffer
  96198. */
  96199. restoreStencilState(): void;
  96200. /**
  96201. * Sets the current depth function to LEQUAL
  96202. */
  96203. setDepthFunctionToLessOrEqual(): void;
  96204. /**
  96205. * Gets a boolean indicating if stencil buffer is enabled
  96206. * @returns the current stencil buffer state
  96207. */
  96208. getStencilBuffer(): boolean;
  96209. /**
  96210. * Enable or disable the stencil buffer
  96211. * @param enable defines if the stencil buffer must be enabled or disabled
  96212. */
  96213. setStencilBuffer(enable: boolean): void;
  96214. /**
  96215. * Gets the current stencil mask
  96216. * @returns a number defining the new stencil mask to use
  96217. */
  96218. getStencilMask(): number;
  96219. /**
  96220. * Sets the current stencil mask
  96221. * @param mask defines the new stencil mask to use
  96222. */
  96223. setStencilMask(mask: number): void;
  96224. /**
  96225. * Gets the current stencil function
  96226. * @returns a number defining the stencil function to use
  96227. */
  96228. getStencilFunction(): number;
  96229. /**
  96230. * Gets the current stencil reference value
  96231. * @returns a number defining the stencil reference value to use
  96232. */
  96233. getStencilFunctionReference(): number;
  96234. /**
  96235. * Gets the current stencil mask
  96236. * @returns a number defining the stencil mask to use
  96237. */
  96238. getStencilFunctionMask(): number;
  96239. /**
  96240. * Sets the current stencil function
  96241. * @param stencilFunc defines the new stencil function to use
  96242. */
  96243. setStencilFunction(stencilFunc: number): void;
  96244. /**
  96245. * Sets the current stencil reference
  96246. * @param reference defines the new stencil reference to use
  96247. */
  96248. setStencilFunctionReference(reference: number): void;
  96249. /**
  96250. * Sets the current stencil mask
  96251. * @param mask defines the new stencil mask to use
  96252. */
  96253. setStencilFunctionMask(mask: number): void;
  96254. /**
  96255. * Gets the current stencil operation when stencil fails
  96256. * @returns a number defining stencil operation to use when stencil fails
  96257. */
  96258. getStencilOperationFail(): number;
  96259. /**
  96260. * Gets the current stencil operation when depth fails
  96261. * @returns a number defining stencil operation to use when depth fails
  96262. */
  96263. getStencilOperationDepthFail(): number;
  96264. /**
  96265. * Gets the current stencil operation when stencil passes
  96266. * @returns a number defining stencil operation to use when stencil passes
  96267. */
  96268. getStencilOperationPass(): number;
  96269. /**
  96270. * Sets the stencil operation to use when stencil fails
  96271. * @param operation defines the stencil operation to use when stencil fails
  96272. */
  96273. setStencilOperationFail(operation: number): void;
  96274. /**
  96275. * Sets the stencil operation to use when depth fails
  96276. * @param operation defines the stencil operation to use when depth fails
  96277. */
  96278. setStencilOperationDepthFail(operation: number): void;
  96279. /**
  96280. * Sets the stencil operation to use when stencil passes
  96281. * @param operation defines the stencil operation to use when stencil passes
  96282. */
  96283. setStencilOperationPass(operation: number): void;
  96284. /**
  96285. * Sets a boolean indicating if the dithering state is enabled or disabled
  96286. * @param value defines the dithering state
  96287. */
  96288. setDitheringState(value: boolean): void;
  96289. /**
  96290. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96291. * @param value defines the rasterizer state
  96292. */
  96293. setRasterizerState(value: boolean): void;
  96294. /**
  96295. * stop executing a render loop function and remove it from the execution array
  96296. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96297. */
  96298. stopRenderLoop(renderFunction?: () => void): void;
  96299. /** @hidden */
  96300. _renderLoop(): void;
  96301. /**
  96302. * Can be used to override the current requestAnimationFrame requester.
  96303. * @hidden
  96304. */
  96305. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96306. /**
  96307. * Register and execute a render loop. The engine can have more than one render function
  96308. * @param renderFunction defines the function to continuously execute
  96309. */
  96310. runRenderLoop(renderFunction: () => void): void;
  96311. /**
  96312. * Toggle full screen mode
  96313. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96314. */
  96315. switchFullscreen(requestPointerLock: boolean): void;
  96316. /**
  96317. * Enters full screen mode
  96318. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96319. */
  96320. enterFullscreen(requestPointerLock: boolean): void;
  96321. /**
  96322. * Exits full screen mode
  96323. */
  96324. exitFullscreen(): void;
  96325. /**
  96326. * Enters Pointerlock mode
  96327. */
  96328. enterPointerlock(): void;
  96329. /**
  96330. * Exits Pointerlock mode
  96331. */
  96332. exitPointerlock(): void;
  96333. /**
  96334. * Clear the current render buffer or the current render target (if any is set up)
  96335. * @param color defines the color to use
  96336. * @param backBuffer defines if the back buffer must be cleared
  96337. * @param depth defines if the depth buffer must be cleared
  96338. * @param stencil defines if the stencil buffer must be cleared
  96339. */
  96340. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96341. /**
  96342. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96343. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96344. * @param y defines the y-coordinate of the corner of the clear rectangle
  96345. * @param width defines the width of the clear rectangle
  96346. * @param height defines the height of the clear rectangle
  96347. * @param clearColor defines the clear color
  96348. */
  96349. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96350. /**
  96351. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96352. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96353. * @param y defines the y-coordinate of the corner of the clear rectangle
  96354. * @param width defines the width of the clear rectangle
  96355. * @param height defines the height of the clear rectangle
  96356. */
  96357. enableScissor(x: number, y: number, width: number, height: number): void;
  96358. /**
  96359. * Disable previously set scissor test rectangle
  96360. */
  96361. disableScissor(): void;
  96362. private _viewportCached;
  96363. /** @hidden */
  96364. _viewport(x: number, y: number, width: number, height: number): void;
  96365. /**
  96366. * Set the WebGL's viewport
  96367. * @param viewport defines the viewport element to be used
  96368. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96369. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96370. */
  96371. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96372. /**
  96373. * Directly set the WebGL Viewport
  96374. * @param x defines the x coordinate of the viewport (in screen space)
  96375. * @param y defines the y coordinate of the viewport (in screen space)
  96376. * @param width defines the width of the viewport (in screen space)
  96377. * @param height defines the height of the viewport (in screen space)
  96378. * @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
  96379. */
  96380. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96381. /**
  96382. * Begin a new frame
  96383. */
  96384. beginFrame(): void;
  96385. /**
  96386. * Enf the current frame
  96387. */
  96388. endFrame(): void;
  96389. /**
  96390. * Resize the view according to the canvas' size
  96391. */
  96392. resize(): void;
  96393. /**
  96394. * Force a specific size of the canvas
  96395. * @param width defines the new canvas' width
  96396. * @param height defines the new canvas' height
  96397. */
  96398. setSize(width: number, height: number): void;
  96399. /**
  96400. * Binds the frame buffer to the specified texture.
  96401. * @param texture The texture to render to or null for the default canvas
  96402. * @param faceIndex The face of the texture to render to in case of cube texture
  96403. * @param requiredWidth The width of the target to render to
  96404. * @param requiredHeight The height of the target to render to
  96405. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96406. * @param depthStencilTexture The depth stencil texture to use to render
  96407. * @param lodLevel defines le lod level to bind to the frame buffer
  96408. */
  96409. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96410. /** @hidden */
  96411. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96412. /**
  96413. * Unbind the current render target texture from the webGL context
  96414. * @param texture defines the render target texture to unbind
  96415. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96416. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96417. */
  96418. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96419. /**
  96420. * Force the mipmap generation for the given render target texture
  96421. * @param texture defines the render target texture to use
  96422. */
  96423. generateMipMapsForCubemap(texture: InternalTexture): void;
  96424. /**
  96425. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96426. */
  96427. flushFramebuffer(): void;
  96428. /**
  96429. * Unbind the current render target and bind the default framebuffer
  96430. */
  96431. restoreDefaultFramebuffer(): void;
  96432. /**
  96433. * Create an uniform buffer
  96434. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96435. * @param elements defines the content of the uniform buffer
  96436. * @returns the webGL uniform buffer
  96437. */
  96438. createUniformBuffer(elements: FloatArray): DataBuffer;
  96439. /**
  96440. * Create a dynamic uniform buffer
  96441. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96442. * @param elements defines the content of the uniform buffer
  96443. * @returns the webGL uniform buffer
  96444. */
  96445. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96446. /**
  96447. * Update an existing uniform buffer
  96448. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96449. * @param uniformBuffer defines the target uniform buffer
  96450. * @param elements defines the content to update
  96451. * @param offset defines the offset in the uniform buffer where update should start
  96452. * @param count defines the size of the data to update
  96453. */
  96454. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96455. private _resetVertexBufferBinding;
  96456. /**
  96457. * Creates a vertex buffer
  96458. * @param data the data for the vertex buffer
  96459. * @returns the new WebGL static buffer
  96460. */
  96461. createVertexBuffer(data: DataArray): DataBuffer;
  96462. /**
  96463. * Creates a dynamic vertex buffer
  96464. * @param data the data for the dynamic vertex buffer
  96465. * @returns the new WebGL dynamic buffer
  96466. */
  96467. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96468. /**
  96469. * Update a dynamic index buffer
  96470. * @param indexBuffer defines the target index buffer
  96471. * @param indices defines the data to update
  96472. * @param offset defines the offset in the target index buffer where update should start
  96473. */
  96474. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96475. /**
  96476. * Updates a dynamic vertex buffer.
  96477. * @param vertexBuffer the vertex buffer to update
  96478. * @param data the data used to update the vertex buffer
  96479. * @param byteOffset the byte offset of the data
  96480. * @param byteLength the byte length of the data
  96481. */
  96482. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96483. private _resetIndexBufferBinding;
  96484. /**
  96485. * Creates a new index buffer
  96486. * @param indices defines the content of the index buffer
  96487. * @param updatable defines if the index buffer must be updatable
  96488. * @returns a new webGL buffer
  96489. */
  96490. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96491. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96492. /**
  96493. * Bind a webGL buffer to the webGL context
  96494. * @param buffer defines the buffer to bind
  96495. */
  96496. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96497. /**
  96498. * Bind an uniform buffer to the current webGL context
  96499. * @param buffer defines the buffer to bind
  96500. */
  96501. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96502. /**
  96503. * Bind a buffer to the current webGL context at a given location
  96504. * @param buffer defines the buffer to bind
  96505. * @param location defines the index where to bind the buffer
  96506. */
  96507. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96508. /**
  96509. * Bind a specific block at a given index in a specific shader program
  96510. * @param pipelineContext defines the pipeline context to use
  96511. * @param blockName defines the block name
  96512. * @param index defines the index where to bind the block
  96513. */
  96514. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96515. private bindIndexBuffer;
  96516. private bindBuffer;
  96517. /**
  96518. * update the bound buffer with the given data
  96519. * @param data defines the data to update
  96520. */
  96521. updateArrayBuffer(data: Float32Array): void;
  96522. private _vertexAttribPointer;
  96523. private _bindIndexBufferWithCache;
  96524. private _bindVertexBuffersAttributes;
  96525. /**
  96526. * Records a vertex array object
  96527. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96528. * @param vertexBuffers defines the list of vertex buffers to store
  96529. * @param indexBuffer defines the index buffer to store
  96530. * @param effect defines the effect to store
  96531. * @returns the new vertex array object
  96532. */
  96533. recordVertexArrayObject(vertexBuffers: {
  96534. [key: string]: VertexBuffer;
  96535. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96536. /**
  96537. * Bind a specific vertex array object
  96538. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96539. * @param vertexArrayObject defines the vertex array object to bind
  96540. * @param indexBuffer defines the index buffer to bind
  96541. */
  96542. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96543. /**
  96544. * Bind webGl buffers directly to the webGL context
  96545. * @param vertexBuffer defines the vertex buffer to bind
  96546. * @param indexBuffer defines the index buffer to bind
  96547. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96548. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96549. * @param effect defines the effect associated with the vertex buffer
  96550. */
  96551. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96552. private _unbindVertexArrayObject;
  96553. /**
  96554. * Bind a list of vertex buffers to the webGL context
  96555. * @param vertexBuffers defines the list of vertex buffers to bind
  96556. * @param indexBuffer defines the index buffer to bind
  96557. * @param effect defines the effect associated with the vertex buffers
  96558. */
  96559. bindBuffers(vertexBuffers: {
  96560. [key: string]: Nullable<VertexBuffer>;
  96561. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96562. /**
  96563. * Unbind all instance attributes
  96564. */
  96565. unbindInstanceAttributes(): void;
  96566. /**
  96567. * Release and free the memory of a vertex array object
  96568. * @param vao defines the vertex array object to delete
  96569. */
  96570. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96571. /** @hidden */
  96572. _releaseBuffer(buffer: DataBuffer): boolean;
  96573. protected _deleteBuffer(buffer: DataBuffer): void;
  96574. /**
  96575. * Creates a webGL buffer to use with instanciation
  96576. * @param capacity defines the size of the buffer
  96577. * @returns the webGL buffer
  96578. */
  96579. createInstancesBuffer(capacity: number): DataBuffer;
  96580. /**
  96581. * Delete a webGL buffer used with instanciation
  96582. * @param buffer defines the webGL buffer to delete
  96583. */
  96584. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96585. /**
  96586. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96587. * @param instancesBuffer defines the webGL buffer to update and bind
  96588. * @param data defines the data to store in the buffer
  96589. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96590. */
  96591. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96592. /**
  96593. * Apply all cached states (depth, culling, stencil and alpha)
  96594. */
  96595. applyStates(): void;
  96596. /**
  96597. * Send a draw order
  96598. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96599. * @param indexStart defines the starting index
  96600. * @param indexCount defines the number of index to draw
  96601. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96602. */
  96603. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96604. /**
  96605. * Draw a list of points
  96606. * @param verticesStart defines the index of first vertex to draw
  96607. * @param verticesCount defines the count of vertices to draw
  96608. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96609. */
  96610. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96611. /**
  96612. * Draw a list of unindexed primitives
  96613. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96614. * @param verticesStart defines the index of first vertex to draw
  96615. * @param verticesCount defines the count of vertices to draw
  96616. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96617. */
  96618. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96619. /**
  96620. * Draw a list of indexed primitives
  96621. * @param fillMode defines the primitive to use
  96622. * @param indexStart defines the starting index
  96623. * @param indexCount defines the number of index to draw
  96624. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96625. */
  96626. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96627. /**
  96628. * Draw a list of unindexed primitives
  96629. * @param fillMode defines the primitive to use
  96630. * @param verticesStart defines the index of first vertex to draw
  96631. * @param verticesCount defines the count of vertices to draw
  96632. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96633. */
  96634. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96635. private _drawMode;
  96636. /** @hidden */
  96637. _releaseEffect(effect: Effect): void;
  96638. /** @hidden */
  96639. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96640. /**
  96641. * Create a new effect (used to store vertex/fragment shaders)
  96642. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96643. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96644. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96645. * @param samplers defines an array of string used to represent textures
  96646. * @param defines defines the string containing the defines to use to compile the shaders
  96647. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96648. * @param onCompiled defines a function to call when the effect creation is successful
  96649. * @param onError defines a function to call when the effect creation has failed
  96650. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96651. * @returns the new Effect
  96652. */
  96653. 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;
  96654. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96655. private _compileShader;
  96656. private _compileRawShader;
  96657. /**
  96658. * Directly creates a webGL program
  96659. * @param pipelineContext defines the pipeline context to attach to
  96660. * @param vertexCode defines the vertex shader code to use
  96661. * @param fragmentCode defines the fragment shader code to use
  96662. * @param context defines the webGL context to use (if not set, the current one will be used)
  96663. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96664. * @returns the new webGL program
  96665. */
  96666. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96667. /**
  96668. * Creates a webGL program
  96669. * @param pipelineContext defines the pipeline context to attach to
  96670. * @param vertexCode defines the vertex shader code to use
  96671. * @param fragmentCode defines the fragment shader code to use
  96672. * @param defines defines the string containing the defines to use to compile the shaders
  96673. * @param context defines the webGL context to use (if not set, the current one will be used)
  96674. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96675. * @returns the new webGL program
  96676. */
  96677. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96678. /**
  96679. * Creates a new pipeline context
  96680. * @returns the new pipeline
  96681. */
  96682. createPipelineContext(): IPipelineContext;
  96683. private _createShaderProgram;
  96684. private _finalizePipelineContext;
  96685. /** @hidden */
  96686. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96687. /** @hidden */
  96688. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96689. /** @hidden */
  96690. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96691. /**
  96692. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96693. * @param pipelineContext defines the pipeline context to use
  96694. * @param uniformsNames defines the list of uniform names
  96695. * @returns an array of webGL uniform locations
  96696. */
  96697. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96698. /**
  96699. * Gets the lsit of active attributes for a given webGL program
  96700. * @param pipelineContext defines the pipeline context to use
  96701. * @param attributesNames defines the list of attribute names to get
  96702. * @returns an array of indices indicating the offset of each attribute
  96703. */
  96704. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96705. /**
  96706. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96707. * @param effect defines the effect to activate
  96708. */
  96709. enableEffect(effect: Nullable<Effect>): void;
  96710. /**
  96711. * Set the value of an uniform to an array of int32
  96712. * @param uniform defines the webGL uniform location where to store the value
  96713. * @param array defines the array of int32 to store
  96714. */
  96715. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96716. /**
  96717. * Set the value of an uniform to an array of int32 (stored as vec2)
  96718. * @param uniform defines the webGL uniform location where to store the value
  96719. * @param array defines the array of int32 to store
  96720. */
  96721. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96722. /**
  96723. * Set the value of an uniform to an array of int32 (stored as vec3)
  96724. * @param uniform defines the webGL uniform location where to store the value
  96725. * @param array defines the array of int32 to store
  96726. */
  96727. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96728. /**
  96729. * Set the value of an uniform to an array of int32 (stored as vec4)
  96730. * @param uniform defines the webGL uniform location where to store the value
  96731. * @param array defines the array of int32 to store
  96732. */
  96733. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96734. /**
  96735. * Set the value of an uniform to an array of float32
  96736. * @param uniform defines the webGL uniform location where to store the value
  96737. * @param array defines the array of float32 to store
  96738. */
  96739. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96740. /**
  96741. * Set the value of an uniform to an array of float32 (stored as vec2)
  96742. * @param uniform defines the webGL uniform location where to store the value
  96743. * @param array defines the array of float32 to store
  96744. */
  96745. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96746. /**
  96747. * Set the value of an uniform to an array of float32 (stored as vec3)
  96748. * @param uniform defines the webGL uniform location where to store the value
  96749. * @param array defines the array of float32 to store
  96750. */
  96751. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96752. /**
  96753. * Set the value of an uniform to an array of float32 (stored as vec4)
  96754. * @param uniform defines the webGL uniform location where to store the value
  96755. * @param array defines the array of float32 to store
  96756. */
  96757. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96758. /**
  96759. * Set the value of an uniform to an array of number
  96760. * @param uniform defines the webGL uniform location where to store the value
  96761. * @param array defines the array of number to store
  96762. */
  96763. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96764. /**
  96765. * Set the value of an uniform to an array of number (stored as vec2)
  96766. * @param uniform defines the webGL uniform location where to store the value
  96767. * @param array defines the array of number to store
  96768. */
  96769. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96770. /**
  96771. * Set the value of an uniform to an array of number (stored as vec3)
  96772. * @param uniform defines the webGL uniform location where to store the value
  96773. * @param array defines the array of number to store
  96774. */
  96775. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96776. /**
  96777. * Set the value of an uniform to an array of number (stored as vec4)
  96778. * @param uniform defines the webGL uniform location where to store the value
  96779. * @param array defines the array of number to store
  96780. */
  96781. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96782. /**
  96783. * Set the value of an uniform to an array of float32 (stored as matrices)
  96784. * @param uniform defines the webGL uniform location where to store the value
  96785. * @param matrices defines the array of float32 to store
  96786. */
  96787. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96788. /**
  96789. * Set the value of an uniform to a matrix (3x3)
  96790. * @param uniform defines the webGL uniform location where to store the value
  96791. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96792. */
  96793. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96794. /**
  96795. * Set the value of an uniform to a matrix (2x2)
  96796. * @param uniform defines the webGL uniform location where to store the value
  96797. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96798. */
  96799. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96800. /**
  96801. * Set the value of an uniform to a number (int)
  96802. * @param uniform defines the webGL uniform location where to store the value
  96803. * @param value defines the int number to store
  96804. */
  96805. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96806. /**
  96807. * Set the value of an uniform to a number (float)
  96808. * @param uniform defines the webGL uniform location where to store the value
  96809. * @param value defines the float number to store
  96810. */
  96811. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96812. /**
  96813. * Set the value of an uniform to a vec2
  96814. * @param uniform defines the webGL uniform location where to store the value
  96815. * @param x defines the 1st component of the value
  96816. * @param y defines the 2nd component of the value
  96817. */
  96818. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96819. /**
  96820. * Set the value of an uniform to a vec3
  96821. * @param uniform defines the webGL uniform location where to store the value
  96822. * @param x defines the 1st component of the value
  96823. * @param y defines the 2nd component of the value
  96824. * @param z defines the 3rd component of the value
  96825. */
  96826. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96827. /**
  96828. * Set the value of an uniform to a boolean
  96829. * @param uniform defines the webGL uniform location where to store the value
  96830. * @param bool defines the boolean to store
  96831. */
  96832. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96833. /**
  96834. * Set the value of an uniform to a vec4
  96835. * @param uniform defines the webGL uniform location where to store the value
  96836. * @param x defines the 1st component of the value
  96837. * @param y defines the 2nd component of the value
  96838. * @param z defines the 3rd component of the value
  96839. * @param w defines the 4th component of the value
  96840. */
  96841. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96842. /**
  96843. * Sets a Color4 on a uniform variable
  96844. * @param uniform defines the uniform location
  96845. * @param color4 defines the value to be set
  96846. */
  96847. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96848. /**
  96849. * Set various states to the webGL context
  96850. * @param culling defines backface culling state
  96851. * @param zOffset defines the value to apply to zOffset (0 by default)
  96852. * @param force defines if states must be applied even if cache is up to date
  96853. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96854. */
  96855. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96856. /**
  96857. * Set the z offset to apply to current rendering
  96858. * @param value defines the offset to apply
  96859. */
  96860. setZOffset(value: number): void;
  96861. /**
  96862. * Gets the current value of the zOffset
  96863. * @returns the current zOffset state
  96864. */
  96865. getZOffset(): number;
  96866. /**
  96867. * Enable or disable depth buffering
  96868. * @param enable defines the state to set
  96869. */
  96870. setDepthBuffer(enable: boolean): void;
  96871. /**
  96872. * Gets a boolean indicating if depth writing is enabled
  96873. * @returns the current depth writing state
  96874. */
  96875. getDepthWrite(): boolean;
  96876. /**
  96877. * Enable or disable depth writing
  96878. * @param enable defines the state to set
  96879. */
  96880. setDepthWrite(enable: boolean): void;
  96881. /**
  96882. * Enable or disable color writing
  96883. * @param enable defines the state to set
  96884. */
  96885. setColorWrite(enable: boolean): void;
  96886. /**
  96887. * Gets a boolean indicating if color writing is enabled
  96888. * @returns the current color writing state
  96889. */
  96890. getColorWrite(): boolean;
  96891. /**
  96892. * Sets alpha constants used by some alpha blending modes
  96893. * @param r defines the red component
  96894. * @param g defines the green component
  96895. * @param b defines the blue component
  96896. * @param a defines the alpha component
  96897. */
  96898. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96899. /**
  96900. * Sets the current alpha mode
  96901. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96902. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96903. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96904. */
  96905. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96906. /**
  96907. * Gets the current alpha mode
  96908. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96909. * @returns the current alpha mode
  96910. */
  96911. getAlphaMode(): number;
  96912. /**
  96913. * Clears the list of texture accessible through engine.
  96914. * This can help preventing texture load conflict due to name collision.
  96915. */
  96916. clearInternalTexturesCache(): void;
  96917. /**
  96918. * Force the entire cache to be cleared
  96919. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96920. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96921. */
  96922. wipeCaches(bruteForce?: boolean): void;
  96923. /**
  96924. * Set the compressed texture format to use, based on the formats you have, and the formats
  96925. * supported by the hardware / browser.
  96926. *
  96927. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96928. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96929. * to API arguments needed to compressed textures. This puts the burden on the container
  96930. * generator to house the arcane code for determining these for current & future formats.
  96931. *
  96932. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96933. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96934. *
  96935. * Note: The result of this call is not taken into account when a texture is base64.
  96936. *
  96937. * @param formatsAvailable defines the list of those format families you have created
  96938. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96939. *
  96940. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96941. * @returns The extension selected.
  96942. */
  96943. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96944. /** @hidden */
  96945. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96946. min: number;
  96947. mag: number;
  96948. };
  96949. /** @hidden */
  96950. _createTexture(): WebGLTexture;
  96951. /**
  96952. * Usually called from Texture.ts.
  96953. * Passed information to create a WebGLTexture
  96954. * @param urlArg defines a value which contains one of the following:
  96955. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96956. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96957. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96958. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96959. * @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)
  96960. * @param scene needed for loading to the correct scene
  96961. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96962. * @param onLoad optional callback to be called upon successful completion
  96963. * @param onError optional callback to be called upon failure
  96964. * @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
  96965. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96966. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96967. * @param forcedExtension defines the extension to use to pick the right loader
  96968. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96969. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96970. */
  96971. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96972. /**
  96973. * @hidden
  96974. * Rescales a texture
  96975. * @param source input texutre
  96976. * @param destination destination texture
  96977. * @param scene scene to use to render the resize
  96978. * @param internalFormat format to use when resizing
  96979. * @param onComplete callback to be called when resize has completed
  96980. */
  96981. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96982. private _unpackFlipYCached;
  96983. /**
  96984. * In case you are sharing the context with other applications, it might
  96985. * be interested to not cache the unpack flip y state to ensure a consistent
  96986. * value would be set.
  96987. */
  96988. enableUnpackFlipYCached: boolean;
  96989. /** @hidden */
  96990. _unpackFlipY(value: boolean): void;
  96991. /** @hidden */
  96992. _getUnpackAlignement(): number;
  96993. /**
  96994. * Creates a dynamic texture
  96995. * @param width defines the width of the texture
  96996. * @param height defines the height of the texture
  96997. * @param generateMipMaps defines if the engine should generate the mip levels
  96998. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96999. * @returns the dynamic texture inside an InternalTexture
  97000. */
  97001. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  97002. /**
  97003. * Update the sampling mode of a given texture
  97004. * @param samplingMode defines the required sampling mode
  97005. * @param texture defines the texture to update
  97006. */
  97007. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97008. /**
  97009. * Update the content of a dynamic texture
  97010. * @param texture defines the texture to update
  97011. * @param canvas defines the canvas containing the source
  97012. * @param invertY defines if data must be stored with Y axis inverted
  97013. * @param premulAlpha defines if alpha is stored as premultiplied
  97014. * @param format defines the format of the data
  97015. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  97016. */
  97017. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  97018. /**
  97019. * Update a video texture
  97020. * @param texture defines the texture to update
  97021. * @param video defines the video element to use
  97022. * @param invertY defines if data must be stored with Y axis inverted
  97023. */
  97024. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97025. /**
  97026. * Updates a depth texture Comparison Mode and Function.
  97027. * If the comparison Function is equal to 0, the mode will be set to none.
  97028. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  97029. * @param texture The texture to set the comparison function for
  97030. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  97031. */
  97032. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  97033. /** @hidden */
  97034. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97035. width: number;
  97036. height: number;
  97037. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97038. /**
  97039. * Creates a depth stencil texture.
  97040. * This is only available in WebGL 2 or with the depth texture extension available.
  97041. * @param size The size of face edge in the texture.
  97042. * @param options The options defining the texture.
  97043. * @returns The texture
  97044. */
  97045. createDepthStencilTexture(size: number | {
  97046. width: number;
  97047. height: number;
  97048. }, options: DepthTextureCreationOptions): InternalTexture;
  97049. /**
  97050. * Creates a depth stencil texture.
  97051. * This is only available in WebGL 2 or with the depth texture extension available.
  97052. * @param size The size of face edge in the texture.
  97053. * @param options The options defining the texture.
  97054. * @returns The texture
  97055. */
  97056. private _createDepthStencilTexture;
  97057. /**
  97058. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  97059. * @param renderTarget The render target to set the frame buffer for
  97060. */
  97061. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  97062. /**
  97063. * Creates a new render target texture
  97064. * @param size defines the size of the texture
  97065. * @param options defines the options used to create the texture
  97066. * @returns a new render target texture stored in an InternalTexture
  97067. */
  97068. createRenderTargetTexture(size: number | {
  97069. width: number;
  97070. height: number;
  97071. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  97072. /** @hidden */
  97073. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97074. /**
  97075. * Updates the sample count of a render target texture
  97076. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  97077. * @param texture defines the texture to update
  97078. * @param samples defines the sample count to set
  97079. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  97080. */
  97081. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  97082. /** @hidden */
  97083. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97084. /** @hidden */
  97085. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97086. /** @hidden */
  97087. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97088. /** @hidden */
  97089. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  97090. /**
  97091. * @hidden
  97092. */
  97093. _setCubeMapTextureParams(loadMipmap: boolean): void;
  97094. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97095. private _prepareWebGLTexture;
  97096. /** @hidden */
  97097. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  97098. /** @hidden */
  97099. _releaseFramebufferObjects(texture: InternalTexture): void;
  97100. /** @hidden */
  97101. _releaseTexture(texture: InternalTexture): void;
  97102. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97103. protected _setProgram(program: WebGLProgram): void;
  97104. protected _boundUniforms: {
  97105. [key: number]: WebGLUniformLocation;
  97106. };
  97107. /**
  97108. * Binds an effect to the webGL context
  97109. * @param effect defines the effect to bind
  97110. */
  97111. bindSamplers(effect: Effect): void;
  97112. private _activateCurrentTexture;
  97113. /** @hidden */
  97114. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97115. /** @hidden */
  97116. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97117. /**
  97118. * Sets a texture to the webGL context from a postprocess
  97119. * @param channel defines the channel to use
  97120. * @param postProcess defines the source postprocess
  97121. */
  97122. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  97123. /**
  97124. * Binds the output of the passed in post process to the texture channel specified
  97125. * @param channel The channel the texture should be bound to
  97126. * @param postProcess The post process which's output should be bound
  97127. */
  97128. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  97129. /**
  97130. * Unbind all textures from the webGL context
  97131. */
  97132. unbindAllTextures(): void;
  97133. /**
  97134. * Sets a texture to the according uniform.
  97135. * @param channel The texture channel
  97136. * @param uniform The uniform to set
  97137. * @param texture The texture to apply
  97138. */
  97139. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97140. /**
  97141. * Sets a depth stencil texture from a render target to the according uniform.
  97142. * @param channel The texture channel
  97143. * @param uniform The uniform to set
  97144. * @param texture The render target texture containing the depth stencil texture to apply
  97145. */
  97146. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  97147. private _bindSamplerUniformToChannel;
  97148. private _getTextureWrapMode;
  97149. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97150. /**
  97151. * Sets an array of texture to the webGL context
  97152. * @param channel defines the channel where the texture array must be set
  97153. * @param uniform defines the associated uniform location
  97154. * @param textures defines the array of textures to bind
  97155. */
  97156. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97157. /** @hidden */
  97158. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97159. private _setTextureParameterFloat;
  97160. private _setTextureParameterInteger;
  97161. /**
  97162. * Reads pixels from the current frame buffer. Please note that this function can be slow
  97163. * @param x defines the x coordinate of the rectangle where pixels must be read
  97164. * @param y defines the y coordinate of the rectangle where pixels must be read
  97165. * @param width defines the width of the rectangle where pixels must be read
  97166. * @param height defines the height of the rectangle where pixels must be read
  97167. * @returns a Uint8Array containing RGBA colors
  97168. */
  97169. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  97170. /**
  97171. * Add an externaly attached data from its key.
  97172. * This method call will fail and return false, if such key already exists.
  97173. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97174. * @param key the unique key that identifies the data
  97175. * @param data the data object to associate to the key for this Engine instance
  97176. * @return true if no such key were already present and the data was added successfully, false otherwise
  97177. */
  97178. addExternalData<T>(key: string, data: T): boolean;
  97179. /**
  97180. * Get an externaly attached data from its key
  97181. * @param key the unique key that identifies the data
  97182. * @return the associated data, if present (can be null), or undefined if not present
  97183. */
  97184. getExternalData<T>(key: string): T;
  97185. /**
  97186. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97187. * @param key the unique key that identifies the data
  97188. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97189. * @return the associated data, can be null if the factory returned null.
  97190. */
  97191. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97192. /**
  97193. * Remove an externaly attached data from the Engine instance
  97194. * @param key the unique key that identifies the data
  97195. * @return true if the data was successfully removed, false if it doesn't exist
  97196. */
  97197. removeExternalData(key: string): boolean;
  97198. /**
  97199. * Unbind all vertex attributes from the webGL context
  97200. */
  97201. unbindAllAttributes(): void;
  97202. /**
  97203. * 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
  97204. */
  97205. releaseEffects(): void;
  97206. /**
  97207. * Dispose and release all associated resources
  97208. */
  97209. dispose(): void;
  97210. /**
  97211. * Display the loading screen
  97212. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97213. */
  97214. displayLoadingUI(): void;
  97215. /**
  97216. * Hide the loading screen
  97217. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97218. */
  97219. hideLoadingUI(): void;
  97220. /**
  97221. * Gets the current loading screen object
  97222. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97223. */
  97224. /**
  97225. * Sets the current loading screen object
  97226. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97227. */
  97228. loadingScreen: ILoadingScreen;
  97229. /**
  97230. * Sets the current loading screen text
  97231. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97232. */
  97233. loadingUIText: string;
  97234. /**
  97235. * Sets the current loading screen background color
  97236. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97237. */
  97238. loadingUIBackgroundColor: string;
  97239. /**
  97240. * Attach a new callback raised when context lost event is fired
  97241. * @param callback defines the callback to call
  97242. */
  97243. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97244. /**
  97245. * Attach a new callback raised when context restored event is fired
  97246. * @param callback defines the callback to call
  97247. */
  97248. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97249. /**
  97250. * Gets the source code of the vertex shader associated with a specific webGL program
  97251. * @param program defines the program to use
  97252. * @returns a string containing the source code of the vertex shader associated with the program
  97253. */
  97254. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97255. /**
  97256. * Gets the source code of the fragment shader associated with a specific webGL program
  97257. * @param program defines the program to use
  97258. * @returns a string containing the source code of the fragment shader associated with the program
  97259. */
  97260. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97261. /**
  97262. * Get the current error code of the webGL context
  97263. * @returns the error code
  97264. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97265. */
  97266. getError(): number;
  97267. /**
  97268. * Gets the current framerate
  97269. * @returns a number representing the framerate
  97270. */
  97271. getFps(): number;
  97272. /**
  97273. * Gets the time spent between current and previous frame
  97274. * @returns a number representing the delta time in ms
  97275. */
  97276. getDeltaTime(): number;
  97277. private _measureFps;
  97278. /** @hidden */
  97279. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97280. private _canRenderToFloatFramebuffer;
  97281. private _canRenderToHalfFloatFramebuffer;
  97282. private _canRenderToFramebuffer;
  97283. /** @hidden */
  97284. _getWebGLTextureType(type: number): number;
  97285. /** @hidden */
  97286. _getInternalFormat(format: number): number;
  97287. /** @hidden */
  97288. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97289. /** @hidden */
  97290. _getRGBAMultiSampleBufferFormat(type: number): number;
  97291. /** @hidden */
  97292. _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;
  97293. /** @hidden */
  97294. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97295. /**
  97296. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97297. * @returns true if the engine can be created
  97298. * @ignorenaming
  97299. */
  97300. static isSupported(): boolean;
  97301. /**
  97302. * Find the next highest power of two.
  97303. * @param x Number to start search from.
  97304. * @return Next highest power of two.
  97305. */
  97306. static CeilingPOT(x: number): number;
  97307. /**
  97308. * Find the next lowest power of two.
  97309. * @param x Number to start search from.
  97310. * @return Next lowest power of two.
  97311. */
  97312. static FloorPOT(x: number): number;
  97313. /**
  97314. * Find the nearest power of two.
  97315. * @param x Number to start search from.
  97316. * @return Next nearest power of two.
  97317. */
  97318. static NearestPOT(x: number): number;
  97319. /**
  97320. * Get the closest exponent of two
  97321. * @param value defines the value to approximate
  97322. * @param max defines the maximum value to return
  97323. * @param mode defines how to define the closest value
  97324. * @returns closest exponent of two of the given value
  97325. */
  97326. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97327. /**
  97328. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97329. * @param func - the function to be called
  97330. * @param requester - the object that will request the next frame. Falls back to window.
  97331. * @returns frame number
  97332. */
  97333. static QueueNewFrame(func: () => void, requester?: any): number;
  97334. /**
  97335. * Ask the browser to promote the current element to pointerlock mode
  97336. * @param element defines the DOM element to promote
  97337. */
  97338. static _RequestPointerlock(element: HTMLElement): void;
  97339. /**
  97340. * Asks the browser to exit pointerlock mode
  97341. */
  97342. static _ExitPointerlock(): void;
  97343. /**
  97344. * Ask the browser to promote the current element to fullscreen rendering mode
  97345. * @param element defines the DOM element to promote
  97346. */
  97347. static _RequestFullscreen(element: HTMLElement): void;
  97348. /**
  97349. * Asks the browser to exit fullscreen mode
  97350. */
  97351. static _ExitFullscreen(): void;
  97352. }
  97353. }
  97354. declare module BABYLON {
  97355. /**
  97356. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97357. * during the life time of the application.
  97358. */
  97359. export class EngineStore {
  97360. /** Gets the list of created engines */
  97361. static Instances: Engine[];
  97362. /** @hidden */
  97363. static _LastCreatedScene: Nullable<Scene>;
  97364. /**
  97365. * Gets the latest created engine
  97366. */
  97367. static readonly LastCreatedEngine: Nullable<Engine>;
  97368. /**
  97369. * Gets the latest created scene
  97370. */
  97371. static readonly LastCreatedScene: Nullable<Scene>;
  97372. /**
  97373. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97374. * @ignorenaming
  97375. */
  97376. static UseFallbackTexture: boolean;
  97377. /**
  97378. * Texture content used if a texture cannot loaded
  97379. * @ignorenaming
  97380. */
  97381. static FallbackTexture: string;
  97382. }
  97383. }
  97384. declare module BABYLON {
  97385. /**
  97386. * Helper class that provides a small promise polyfill
  97387. */
  97388. export class PromisePolyfill {
  97389. /**
  97390. * Static function used to check if the polyfill is required
  97391. * If this is the case then the function will inject the polyfill to window.Promise
  97392. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97393. */
  97394. static Apply(force?: boolean): void;
  97395. }
  97396. }
  97397. declare module BABYLON {
  97398. /**
  97399. * Interface for screenshot methods with describe argument called `size` as object with options
  97400. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97401. */
  97402. export interface IScreenshotSize {
  97403. /**
  97404. * number in pixels for canvas height
  97405. */
  97406. height?: number;
  97407. /**
  97408. * multiplier allowing render at a higher or lower resolution
  97409. * If value is defined then height and width will be ignored and taken from camera
  97410. */
  97411. precision?: number;
  97412. /**
  97413. * number in pixels for canvas width
  97414. */
  97415. width?: number;
  97416. }
  97417. }
  97418. declare module BABYLON {
  97419. interface IColor4Like {
  97420. r: float;
  97421. g: float;
  97422. b: float;
  97423. a: float;
  97424. }
  97425. /**
  97426. * Class containing a set of static utilities functions
  97427. */
  97428. export class Tools {
  97429. /**
  97430. * Gets or sets the base URL to use to load assets
  97431. */
  97432. static BaseUrl: string;
  97433. /**
  97434. * Enable/Disable Custom HTTP Request Headers globally.
  97435. * default = false
  97436. * @see CustomRequestHeaders
  97437. */
  97438. static UseCustomRequestHeaders: boolean;
  97439. /**
  97440. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97441. * i.e. when loading files, where the server/service expects an Authorization header
  97442. */
  97443. static CustomRequestHeaders: {
  97444. [key: string]: string;
  97445. };
  97446. /**
  97447. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97448. */
  97449. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97450. /**
  97451. * Default behaviour for cors in the application.
  97452. * It can be a string if the expected behavior is identical in the entire app.
  97453. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97454. */
  97455. static CorsBehavior: string | ((url: string | string[]) => string);
  97456. /**
  97457. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97458. * @ignorenaming
  97459. */
  97460. static UseFallbackTexture: boolean;
  97461. /**
  97462. * Use this object to register external classes like custom textures or material
  97463. * to allow the laoders to instantiate them
  97464. */
  97465. static RegisteredExternalClasses: {
  97466. [key: string]: Object;
  97467. };
  97468. /**
  97469. * Texture content used if a texture cannot loaded
  97470. * @ignorenaming
  97471. */
  97472. static fallbackTexture: string;
  97473. /**
  97474. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97475. * @param u defines the coordinate on X axis
  97476. * @param v defines the coordinate on Y axis
  97477. * @param width defines the width of the source data
  97478. * @param height defines the height of the source data
  97479. * @param pixels defines the source byte array
  97480. * @param color defines the output color
  97481. */
  97482. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97483. /**
  97484. * Interpolates between a and b via alpha
  97485. * @param a The lower value (returned when alpha = 0)
  97486. * @param b The upper value (returned when alpha = 1)
  97487. * @param alpha The interpolation-factor
  97488. * @return The mixed value
  97489. */
  97490. static Mix(a: number, b: number, alpha: number): number;
  97491. /**
  97492. * Tries to instantiate a new object from a given class name
  97493. * @param className defines the class name to instantiate
  97494. * @returns the new object or null if the system was not able to do the instantiation
  97495. */
  97496. static Instantiate(className: string): any;
  97497. /**
  97498. * Provides a slice function that will work even on IE
  97499. * @param data defines the array to slice
  97500. * @param start defines the start of the data (optional)
  97501. * @param end defines the end of the data (optional)
  97502. * @returns the new sliced array
  97503. */
  97504. static Slice<T>(data: T, start?: number, end?: number): T;
  97505. /**
  97506. * Polyfill for setImmediate
  97507. * @param action defines the action to execute after the current execution block
  97508. */
  97509. static SetImmediate(action: () => void): void;
  97510. /**
  97511. * Function indicating if a number is an exponent of 2
  97512. * @param value defines the value to test
  97513. * @returns true if the value is an exponent of 2
  97514. */
  97515. static IsExponentOfTwo(value: number): boolean;
  97516. private static _tmpFloatArray;
  97517. /**
  97518. * Returns the nearest 32-bit single precision float representation of a Number
  97519. * @param value A Number. If the parameter is of a different type, it will get converted
  97520. * to a number or to NaN if it cannot be converted
  97521. * @returns number
  97522. */
  97523. static FloatRound(value: number): number;
  97524. /**
  97525. * Extracts the filename from a path
  97526. * @param path defines the path to use
  97527. * @returns the filename
  97528. */
  97529. static GetFilename(path: string): string;
  97530. /**
  97531. * Extracts the "folder" part of a path (everything before the filename).
  97532. * @param uri The URI to extract the info from
  97533. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97534. * @returns The "folder" part of the path
  97535. */
  97536. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97537. /**
  97538. * Extracts text content from a DOM element hierarchy
  97539. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97540. */
  97541. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97542. /**
  97543. * Convert an angle in radians to degrees
  97544. * @param angle defines the angle to convert
  97545. * @returns the angle in degrees
  97546. */
  97547. static ToDegrees(angle: number): number;
  97548. /**
  97549. * Convert an angle in degrees to radians
  97550. * @param angle defines the angle to convert
  97551. * @returns the angle in radians
  97552. */
  97553. static ToRadians(angle: number): number;
  97554. /**
  97555. * Encode a buffer to a base64 string
  97556. * @param buffer defines the buffer to encode
  97557. * @returns the encoded string
  97558. */
  97559. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97560. /**
  97561. * Returns an array if obj is not an array
  97562. * @param obj defines the object to evaluate as an array
  97563. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97564. * @returns either obj directly if obj is an array or a new array containing obj
  97565. */
  97566. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97567. /**
  97568. * Gets the pointer prefix to use
  97569. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97570. */
  97571. static GetPointerPrefix(): string;
  97572. /**
  97573. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97574. * @param url define the url we are trying
  97575. * @param element define the dom element where to configure the cors policy
  97576. */
  97577. static SetCorsBehavior(url: string | string[], element: {
  97578. crossOrigin: string | null;
  97579. }): void;
  97580. /**
  97581. * Removes unwanted characters from an url
  97582. * @param url defines the url to clean
  97583. * @returns the cleaned url
  97584. */
  97585. static CleanUrl(url: string): string;
  97586. /**
  97587. * Gets or sets a function used to pre-process url before using them to load assets
  97588. */
  97589. static PreprocessUrl: (url: string) => string;
  97590. /**
  97591. * Loads an image as an HTMLImageElement.
  97592. * @param input url string, ArrayBuffer, or Blob to load
  97593. * @param onLoad callback called when the image successfully loads
  97594. * @param onError callback called when the image fails to load
  97595. * @param offlineProvider offline provider for caching
  97596. * @returns the HTMLImageElement of the loaded image
  97597. */
  97598. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97599. /**
  97600. * Loads a file
  97601. * @param url url string, ArrayBuffer, or Blob to load
  97602. * @param onSuccess callback called when the file successfully loads
  97603. * @param onProgress callback called while file is loading (if the server supports this mode)
  97604. * @param offlineProvider defines the offline provider for caching
  97605. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97606. * @param onError callback called when the file fails to load
  97607. * @returns a file request object
  97608. */
  97609. 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;
  97610. /**
  97611. * Loads a file from a url
  97612. * @param url the file url to load
  97613. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97614. */
  97615. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97616. /**
  97617. * Load a script (identified by an url). When the url returns, the
  97618. * content of this file is added into a new script element, attached to the DOM (body element)
  97619. * @param scriptUrl defines the url of the script to laod
  97620. * @param onSuccess defines the callback called when the script is loaded
  97621. * @param onError defines the callback to call if an error occurs
  97622. * @param scriptId defines the id of the script element
  97623. */
  97624. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97625. /**
  97626. * Load an asynchronous script (identified by an url). When the url returns, the
  97627. * content of this file is added into a new script element, attached to the DOM (body element)
  97628. * @param scriptUrl defines the url of the script to laod
  97629. * @param scriptId defines the id of the script element
  97630. * @returns a promise request object
  97631. */
  97632. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97633. /**
  97634. * Loads a file from a blob
  97635. * @param fileToLoad defines the blob to use
  97636. * @param callback defines the callback to call when data is loaded
  97637. * @param progressCallback defines the callback to call during loading process
  97638. * @returns a file request object
  97639. */
  97640. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97641. /**
  97642. * Loads a file
  97643. * @param fileToLoad defines the file to load
  97644. * @param callback defines the callback to call when data is loaded
  97645. * @param progressCallBack defines the callback to call during loading process
  97646. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97647. * @returns a file request object
  97648. */
  97649. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97650. /**
  97651. * Creates a data url from a given string content
  97652. * @param content defines the content to convert
  97653. * @returns the new data url link
  97654. */
  97655. static FileAsURL(content: string): string;
  97656. /**
  97657. * Format the given number to a specific decimal format
  97658. * @param value defines the number to format
  97659. * @param decimals defines the number of decimals to use
  97660. * @returns the formatted string
  97661. */
  97662. static Format(value: number, decimals?: number): string;
  97663. /**
  97664. * Tries to copy an object by duplicating every property
  97665. * @param source defines the source object
  97666. * @param destination defines the target object
  97667. * @param doNotCopyList defines a list of properties to avoid
  97668. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97669. */
  97670. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97671. /**
  97672. * Gets a boolean indicating if the given object has no own property
  97673. * @param obj defines the object to test
  97674. * @returns true if object has no own property
  97675. */
  97676. static IsEmpty(obj: any): boolean;
  97677. /**
  97678. * Function used to register events at window level
  97679. * @param windowElement defines the Window object to use
  97680. * @param events defines the events to register
  97681. */
  97682. static RegisterTopRootEvents(windowElement: Window, events: {
  97683. name: string;
  97684. handler: Nullable<(e: FocusEvent) => any>;
  97685. }[]): void;
  97686. /**
  97687. * Function used to unregister events from window level
  97688. * @param windowElement defines the Window object to use
  97689. * @param events defines the events to unregister
  97690. */
  97691. static UnregisterTopRootEvents(windowElement: Window, events: {
  97692. name: string;
  97693. handler: Nullable<(e: FocusEvent) => any>;
  97694. }[]): void;
  97695. /**
  97696. * @ignore
  97697. */
  97698. static _ScreenshotCanvas: HTMLCanvasElement;
  97699. /**
  97700. * Dumps the current bound framebuffer
  97701. * @param width defines the rendering width
  97702. * @param height defines the rendering height
  97703. * @param engine defines the hosting engine
  97704. * @param successCallback defines the callback triggered once the data are available
  97705. * @param mimeType defines the mime type of the result
  97706. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97707. */
  97708. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97709. /**
  97710. * Converts the canvas data to blob.
  97711. * This acts as a polyfill for browsers not supporting the to blob function.
  97712. * @param canvas Defines the canvas to extract the data from
  97713. * @param successCallback Defines the callback triggered once the data are available
  97714. * @param mimeType Defines the mime type of the result
  97715. */
  97716. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97717. /**
  97718. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97719. * @param successCallback defines the callback triggered once the data are available
  97720. * @param mimeType defines the mime type of the result
  97721. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97722. */
  97723. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97724. /**
  97725. * Downloads a blob in the browser
  97726. * @param blob defines the blob to download
  97727. * @param fileName defines the name of the downloaded file
  97728. */
  97729. static Download(blob: Blob, fileName: string): void;
  97730. /**
  97731. * Captures a screenshot of the current rendering
  97732. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97733. * @param engine defines the rendering engine
  97734. * @param camera defines the source camera
  97735. * @param size This parameter can be set to a single number or to an object with the
  97736. * following (optional) properties: precision, width, height. If a single number is passed,
  97737. * it will be used for both width and height. If an object is passed, the screenshot size
  97738. * will be derived from the parameters. The precision property is a multiplier allowing
  97739. * rendering at a higher or lower resolution
  97740. * @param successCallback defines the callback receives a single parameter which contains the
  97741. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97742. * src parameter of an <img> to display it
  97743. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97744. * Check your browser for supported MIME types
  97745. */
  97746. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97747. /**
  97748. * Captures a screenshot of the current rendering
  97749. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97750. * @param engine defines the rendering engine
  97751. * @param camera defines the source camera
  97752. * @param size This parameter can be set to a single number or to an object with the
  97753. * following (optional) properties: precision, width, height. If a single number is passed,
  97754. * it will be used for both width and height. If an object is passed, the screenshot size
  97755. * will be derived from the parameters. The precision property is a multiplier allowing
  97756. * rendering at a higher or lower resolution
  97757. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97758. * Check your browser for supported MIME types
  97759. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97760. * to the src parameter of an <img> to display it
  97761. */
  97762. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97763. /**
  97764. * Generates an image screenshot from the specified camera.
  97765. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97766. * @param engine The engine to use for rendering
  97767. * @param camera The camera to use for rendering
  97768. * @param size This parameter can be set to a single number or to an object with the
  97769. * following (optional) properties: precision, width, height. If a single number is passed,
  97770. * it will be used for both width and height. If an object is passed, the screenshot size
  97771. * will be derived from the parameters. The precision property is a multiplier allowing
  97772. * rendering at a higher or lower resolution
  97773. * @param successCallback The callback receives a single parameter which contains the
  97774. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97775. * src parameter of an <img> to display it
  97776. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97777. * Check your browser for supported MIME types
  97778. * @param samples Texture samples (default: 1)
  97779. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97780. * @param fileName A name for for the downloaded file.
  97781. */
  97782. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97783. /**
  97784. * Generates an image screenshot from the specified camera.
  97785. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97786. * @param engine The engine to use for rendering
  97787. * @param camera The camera to use for rendering
  97788. * @param size This parameter can be set to a single number or to an object with the
  97789. * following (optional) properties: precision, width, height. If a single number is passed,
  97790. * it will be used for both width and height. If an object is passed, the screenshot size
  97791. * will be derived from the parameters. The precision property is a multiplier allowing
  97792. * rendering at a higher or lower resolution
  97793. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97794. * Check your browser for supported MIME types
  97795. * @param samples Texture samples (default: 1)
  97796. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97797. * @param fileName A name for for the downloaded file.
  97798. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97799. * to the src parameter of an <img> to display it
  97800. */
  97801. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97802. /**
  97803. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97804. * Be aware Math.random() could cause collisions, but:
  97805. * "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"
  97806. * @returns a pseudo random id
  97807. */
  97808. static RandomId(): string;
  97809. /**
  97810. * Test if the given uri is a base64 string
  97811. * @param uri The uri to test
  97812. * @return True if the uri is a base64 string or false otherwise
  97813. */
  97814. static IsBase64(uri: string): boolean;
  97815. /**
  97816. * Decode the given base64 uri.
  97817. * @param uri The uri to decode
  97818. * @return The decoded base64 data.
  97819. */
  97820. static DecodeBase64(uri: string): ArrayBuffer;
  97821. /**
  97822. * Gets the absolute url.
  97823. * @param url the input url
  97824. * @return the absolute url
  97825. */
  97826. static GetAbsoluteUrl(url: string): string;
  97827. /**
  97828. * No log
  97829. */
  97830. static readonly NoneLogLevel: number;
  97831. /**
  97832. * Only message logs
  97833. */
  97834. static readonly MessageLogLevel: number;
  97835. /**
  97836. * Only warning logs
  97837. */
  97838. static readonly WarningLogLevel: number;
  97839. /**
  97840. * Only error logs
  97841. */
  97842. static readonly ErrorLogLevel: number;
  97843. /**
  97844. * All logs
  97845. */
  97846. static readonly AllLogLevel: number;
  97847. /**
  97848. * Gets a value indicating the number of loading errors
  97849. * @ignorenaming
  97850. */
  97851. static readonly errorsCount: number;
  97852. /**
  97853. * Callback called when a new log is added
  97854. */
  97855. static OnNewCacheEntry: (entry: string) => void;
  97856. /**
  97857. * Log a message to the console
  97858. * @param message defines the message to log
  97859. */
  97860. static Log(message: string): void;
  97861. /**
  97862. * Write a warning message to the console
  97863. * @param message defines the message to log
  97864. */
  97865. static Warn(message: string): void;
  97866. /**
  97867. * Write an error message to the console
  97868. * @param message defines the message to log
  97869. */
  97870. static Error(message: string): void;
  97871. /**
  97872. * Gets current log cache (list of logs)
  97873. */
  97874. static readonly LogCache: string;
  97875. /**
  97876. * Clears the log cache
  97877. */
  97878. static ClearLogCache(): void;
  97879. /**
  97880. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97881. */
  97882. static LogLevels: number;
  97883. /**
  97884. * Checks if the window object exists
  97885. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97886. */
  97887. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97888. /**
  97889. * No performance log
  97890. */
  97891. static readonly PerformanceNoneLogLevel: number;
  97892. /**
  97893. * Use user marks to log performance
  97894. */
  97895. static readonly PerformanceUserMarkLogLevel: number;
  97896. /**
  97897. * Log performance to the console
  97898. */
  97899. static readonly PerformanceConsoleLogLevel: number;
  97900. private static _performance;
  97901. /**
  97902. * Sets the current performance log level
  97903. */
  97904. static PerformanceLogLevel: number;
  97905. private static _StartPerformanceCounterDisabled;
  97906. private static _EndPerformanceCounterDisabled;
  97907. private static _StartUserMark;
  97908. private static _EndUserMark;
  97909. private static _StartPerformanceConsole;
  97910. private static _EndPerformanceConsole;
  97911. /**
  97912. * Starts a performance counter
  97913. */
  97914. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97915. /**
  97916. * Ends a specific performance coutner
  97917. */
  97918. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97919. /**
  97920. * Gets either window.performance.now() if supported or Date.now() else
  97921. */
  97922. static readonly Now: number;
  97923. /**
  97924. * This method will return the name of the class used to create the instance of the given object.
  97925. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97926. * @param object the object to get the class name from
  97927. * @param isType defines if the object is actually a type
  97928. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97929. */
  97930. static GetClassName(object: any, isType?: boolean): string;
  97931. /**
  97932. * Gets the first element of an array satisfying a given predicate
  97933. * @param array defines the array to browse
  97934. * @param predicate defines the predicate to use
  97935. * @returns null if not found or the element
  97936. */
  97937. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97938. /**
  97939. * This method will return the name of the full name of the class, including its owning module (if any).
  97940. * 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).
  97941. * @param object the object to get the class name from
  97942. * @param isType defines if the object is actually a type
  97943. * @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.
  97944. * @ignorenaming
  97945. */
  97946. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97947. /**
  97948. * Returns a promise that resolves after the given amount of time.
  97949. * @param delay Number of milliseconds to delay
  97950. * @returns Promise that resolves after the given amount of time
  97951. */
  97952. static DelayAsync(delay: number): Promise<void>;
  97953. }
  97954. /**
  97955. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97956. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97957. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97958. * @param name The name of the class, case should be preserved
  97959. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97960. */
  97961. export function className(name: string, module?: string): (target: Object) => void;
  97962. /**
  97963. * An implementation of a loop for asynchronous functions.
  97964. */
  97965. export class AsyncLoop {
  97966. /**
  97967. * Defines the number of iterations for the loop
  97968. */
  97969. iterations: number;
  97970. /**
  97971. * Defines the current index of the loop.
  97972. */
  97973. index: number;
  97974. private _done;
  97975. private _fn;
  97976. private _successCallback;
  97977. /**
  97978. * Constructor.
  97979. * @param iterations the number of iterations.
  97980. * @param func the function to run each iteration
  97981. * @param successCallback the callback that will be called upon succesful execution
  97982. * @param offset starting offset.
  97983. */
  97984. constructor(
  97985. /**
  97986. * Defines the number of iterations for the loop
  97987. */
  97988. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97989. /**
  97990. * Execute the next iteration. Must be called after the last iteration was finished.
  97991. */
  97992. executeNext(): void;
  97993. /**
  97994. * Break the loop and run the success callback.
  97995. */
  97996. breakLoop(): void;
  97997. /**
  97998. * Create and run an async loop.
  97999. * @param iterations the number of iterations.
  98000. * @param fn the function to run each iteration
  98001. * @param successCallback the callback that will be called upon succesful execution
  98002. * @param offset starting offset.
  98003. * @returns the created async loop object
  98004. */
  98005. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  98006. /**
  98007. * A for-loop that will run a given number of iterations synchronous and the rest async.
  98008. * @param iterations total number of iterations
  98009. * @param syncedIterations number of synchronous iterations in each async iteration.
  98010. * @param fn the function to call each iteration.
  98011. * @param callback a success call back that will be called when iterating stops.
  98012. * @param breakFunction a break condition (optional)
  98013. * @param timeout timeout settings for the setTimeout function. default - 0.
  98014. * @returns the created async loop object
  98015. */
  98016. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  98017. }
  98018. }
  98019. declare module BABYLON {
  98020. /** @hidden */
  98021. export interface ICollisionCoordinator {
  98022. createCollider(): Collider;
  98023. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98024. init(scene: Scene): void;
  98025. }
  98026. /** @hidden */
  98027. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  98028. private _scene;
  98029. private _scaledPosition;
  98030. private _scaledVelocity;
  98031. private _finalPosition;
  98032. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98033. createCollider(): Collider;
  98034. init(scene: Scene): void;
  98035. private _collideWithWorld;
  98036. }
  98037. }
  98038. declare module BABYLON {
  98039. /**
  98040. * Class used to manage all inputs for the scene.
  98041. */
  98042. export class InputManager {
  98043. /** The distance in pixel that you have to move to prevent some events */
  98044. static DragMovementThreshold: number;
  98045. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  98046. static LongPressDelay: number;
  98047. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  98048. static DoubleClickDelay: number;
  98049. /** If you need to check double click without raising a single click at first click, enable this flag */
  98050. static ExclusiveDoubleClickMode: boolean;
  98051. private _wheelEventName;
  98052. private _onPointerMove;
  98053. private _onPointerDown;
  98054. private _onPointerUp;
  98055. private _initClickEvent;
  98056. private _initActionManager;
  98057. private _delayedSimpleClick;
  98058. private _delayedSimpleClickTimeout;
  98059. private _previousDelayedSimpleClickTimeout;
  98060. private _meshPickProceed;
  98061. private _previousButtonPressed;
  98062. private _currentPickResult;
  98063. private _previousPickResult;
  98064. private _totalPointersPressed;
  98065. private _doubleClickOccured;
  98066. private _pointerOverMesh;
  98067. private _pickedDownMesh;
  98068. private _pickedUpMesh;
  98069. private _pointerX;
  98070. private _pointerY;
  98071. private _unTranslatedPointerX;
  98072. private _unTranslatedPointerY;
  98073. private _startingPointerPosition;
  98074. private _previousStartingPointerPosition;
  98075. private _startingPointerTime;
  98076. private _previousStartingPointerTime;
  98077. private _pointerCaptures;
  98078. private _onKeyDown;
  98079. private _onKeyUp;
  98080. private _onCanvasFocusObserver;
  98081. private _onCanvasBlurObserver;
  98082. private _scene;
  98083. /**
  98084. * Creates a new InputManager
  98085. * @param scene defines the hosting scene
  98086. */
  98087. constructor(scene: Scene);
  98088. /**
  98089. * Gets the mesh that is currently under the pointer
  98090. */
  98091. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98092. /**
  98093. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  98094. */
  98095. readonly unTranslatedPointer: Vector2;
  98096. /**
  98097. * Gets or sets the current on-screen X position of the pointer
  98098. */
  98099. pointerX: number;
  98100. /**
  98101. * Gets or sets the current on-screen Y position of the pointer
  98102. */
  98103. pointerY: number;
  98104. private _updatePointerPosition;
  98105. private _processPointerMove;
  98106. private _setRayOnPointerInfo;
  98107. private _checkPrePointerObservable;
  98108. /**
  98109. * Use this method to simulate a pointer move on a mesh
  98110. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98111. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98112. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98113. */
  98114. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98115. /**
  98116. * Use this method to simulate a pointer down on a mesh
  98117. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98118. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98119. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98120. */
  98121. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98122. private _processPointerDown;
  98123. /** @hidden */
  98124. _isPointerSwiping(): boolean;
  98125. /**
  98126. * Use this method to simulate a pointer up on a mesh
  98127. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98128. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98129. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98130. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98131. */
  98132. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  98133. private _processPointerUp;
  98134. /**
  98135. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98136. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98137. * @returns true if the pointer was captured
  98138. */
  98139. isPointerCaptured(pointerId?: number): boolean;
  98140. /**
  98141. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98142. * @param attachUp defines if you want to attach events to pointerup
  98143. * @param attachDown defines if you want to attach events to pointerdown
  98144. * @param attachMove defines if you want to attach events to pointermove
  98145. */
  98146. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98147. /**
  98148. * Detaches all event handlers
  98149. */
  98150. detachControl(): void;
  98151. /**
  98152. * Force the value of meshUnderPointer
  98153. * @param mesh defines the mesh to use
  98154. */
  98155. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98156. /**
  98157. * Gets the mesh under the pointer
  98158. * @returns a Mesh or null if no mesh is under the pointer
  98159. */
  98160. getPointerOverMesh(): Nullable<AbstractMesh>;
  98161. }
  98162. }
  98163. declare module BABYLON {
  98164. /**
  98165. * Helper class used to generate session unique ID
  98166. */
  98167. export class UniqueIdGenerator {
  98168. private static _UniqueIdCounter;
  98169. /**
  98170. * Gets an unique (relatively to the current scene) Id
  98171. */
  98172. static readonly UniqueId: number;
  98173. }
  98174. }
  98175. declare module BABYLON {
  98176. /**
  98177. * This class defines the direct association between an animation and a target
  98178. */
  98179. export class TargetedAnimation {
  98180. /**
  98181. * Animation to perform
  98182. */
  98183. animation: Animation;
  98184. /**
  98185. * Target to animate
  98186. */
  98187. target: any;
  98188. /**
  98189. * Serialize the object
  98190. * @returns the JSON object representing the current entity
  98191. */
  98192. serialize(): any;
  98193. }
  98194. /**
  98195. * Use this class to create coordinated animations on multiple targets
  98196. */
  98197. export class AnimationGroup implements IDisposable {
  98198. /** The name of the animation group */
  98199. name: string;
  98200. private _scene;
  98201. private _targetedAnimations;
  98202. private _animatables;
  98203. private _from;
  98204. private _to;
  98205. private _isStarted;
  98206. private _isPaused;
  98207. private _speedRatio;
  98208. private _loopAnimation;
  98209. /**
  98210. * Gets or sets the unique id of the node
  98211. */
  98212. uniqueId: number;
  98213. /**
  98214. * This observable will notify when one animation have ended
  98215. */
  98216. onAnimationEndObservable: Observable<TargetedAnimation>;
  98217. /**
  98218. * Observer raised when one animation loops
  98219. */
  98220. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98221. /**
  98222. * This observable will notify when all animations have ended.
  98223. */
  98224. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98225. /**
  98226. * This observable will notify when all animations have paused.
  98227. */
  98228. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98229. /**
  98230. * This observable will notify when all animations are playing.
  98231. */
  98232. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98233. /**
  98234. * Gets the first frame
  98235. */
  98236. readonly from: number;
  98237. /**
  98238. * Gets the last frame
  98239. */
  98240. readonly to: number;
  98241. /**
  98242. * Define if the animations are started
  98243. */
  98244. readonly isStarted: boolean;
  98245. /**
  98246. * Gets a value indicating that the current group is playing
  98247. */
  98248. readonly isPlaying: boolean;
  98249. /**
  98250. * Gets or sets the speed ratio to use for all animations
  98251. */
  98252. /**
  98253. * Gets or sets the speed ratio to use for all animations
  98254. */
  98255. speedRatio: number;
  98256. /**
  98257. * Gets or sets if all animations should loop or not
  98258. */
  98259. loopAnimation: boolean;
  98260. /**
  98261. * Gets the targeted animations for this animation group
  98262. */
  98263. readonly targetedAnimations: Array<TargetedAnimation>;
  98264. /**
  98265. * returning the list of animatables controlled by this animation group.
  98266. */
  98267. readonly animatables: Array<Animatable>;
  98268. /**
  98269. * Instantiates a new Animation Group.
  98270. * This helps managing several animations at once.
  98271. * @see http://doc.babylonjs.com/how_to/group
  98272. * @param name Defines the name of the group
  98273. * @param scene Defines the scene the group belongs to
  98274. */
  98275. constructor(
  98276. /** The name of the animation group */
  98277. name: string, scene?: Nullable<Scene>);
  98278. /**
  98279. * Add an animation (with its target) in the group
  98280. * @param animation defines the animation we want to add
  98281. * @param target defines the target of the animation
  98282. * @returns the TargetedAnimation object
  98283. */
  98284. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98285. /**
  98286. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98287. * It can add constant keys at begin or end
  98288. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98289. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98290. * @returns the animation group
  98291. */
  98292. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98293. /**
  98294. * Start all animations on given targets
  98295. * @param loop defines if animations must loop
  98296. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98297. * @param from defines the from key (optional)
  98298. * @param to defines the to key (optional)
  98299. * @returns the current animation group
  98300. */
  98301. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98302. /**
  98303. * Pause all animations
  98304. * @returns the animation group
  98305. */
  98306. pause(): AnimationGroup;
  98307. /**
  98308. * Play all animations to initial state
  98309. * This function will start() the animations if they were not started or will restart() them if they were paused
  98310. * @param loop defines if animations must loop
  98311. * @returns the animation group
  98312. */
  98313. play(loop?: boolean): AnimationGroup;
  98314. /**
  98315. * Reset all animations to initial state
  98316. * @returns the animation group
  98317. */
  98318. reset(): AnimationGroup;
  98319. /**
  98320. * Restart animations from key 0
  98321. * @returns the animation group
  98322. */
  98323. restart(): AnimationGroup;
  98324. /**
  98325. * Stop all animations
  98326. * @returns the animation group
  98327. */
  98328. stop(): AnimationGroup;
  98329. /**
  98330. * Set animation weight for all animatables
  98331. * @param weight defines the weight to use
  98332. * @return the animationGroup
  98333. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98334. */
  98335. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98336. /**
  98337. * Synchronize and normalize all animatables with a source animatable
  98338. * @param root defines the root animatable to synchronize with
  98339. * @return the animationGroup
  98340. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98341. */
  98342. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98343. /**
  98344. * Goes to a specific frame in this animation group
  98345. * @param frame the frame number to go to
  98346. * @return the animationGroup
  98347. */
  98348. goToFrame(frame: number): AnimationGroup;
  98349. /**
  98350. * Dispose all associated resources
  98351. */
  98352. dispose(): void;
  98353. private _checkAnimationGroupEnded;
  98354. /**
  98355. * Clone the current animation group and returns a copy
  98356. * @param newName defines the name of the new group
  98357. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98358. * @returns the new aniamtion group
  98359. */
  98360. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98361. /**
  98362. * Serializes the animationGroup to an object
  98363. * @returns Serialized object
  98364. */
  98365. serialize(): any;
  98366. /**
  98367. * Returns a new AnimationGroup object parsed from the source provided.
  98368. * @param parsedAnimationGroup defines the source
  98369. * @param scene defines the scene that will receive the animationGroup
  98370. * @returns a new AnimationGroup
  98371. */
  98372. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98373. /**
  98374. * Returns the string "AnimationGroup"
  98375. * @returns "AnimationGroup"
  98376. */
  98377. getClassName(): string;
  98378. /**
  98379. * Creates a detailled string about the object
  98380. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98381. * @returns a string representing the object
  98382. */
  98383. toString(fullDetails?: boolean): string;
  98384. }
  98385. }
  98386. declare module BABYLON {
  98387. /**
  98388. * Define an interface for all classes that will hold resources
  98389. */
  98390. export interface IDisposable {
  98391. /**
  98392. * Releases all held resources
  98393. */
  98394. dispose(): void;
  98395. }
  98396. /** Interface defining initialization parameters for Scene class */
  98397. export interface SceneOptions {
  98398. /**
  98399. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98400. * It will improve performance when the number of geometries becomes important.
  98401. */
  98402. useGeometryUniqueIdsMap?: boolean;
  98403. /**
  98404. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98405. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98406. */
  98407. useMaterialMeshMap?: boolean;
  98408. /**
  98409. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98410. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98411. */
  98412. useClonedMeshhMap?: boolean;
  98413. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98414. virtual?: boolean;
  98415. }
  98416. /**
  98417. * Represents a scene to be rendered by the engine.
  98418. * @see http://doc.babylonjs.com/features/scene
  98419. */
  98420. export class Scene extends AbstractScene implements IAnimatable {
  98421. /** The fog is deactivated */
  98422. static readonly FOGMODE_NONE: number;
  98423. /** The fog density is following an exponential function */
  98424. static readonly FOGMODE_EXP: number;
  98425. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98426. static readonly FOGMODE_EXP2: number;
  98427. /** The fog density is following a linear function. */
  98428. static readonly FOGMODE_LINEAR: number;
  98429. /**
  98430. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98431. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98432. */
  98433. static MinDeltaTime: number;
  98434. /**
  98435. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98436. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98437. */
  98438. static MaxDeltaTime: number;
  98439. /**
  98440. * Factory used to create the default material.
  98441. * @param name The name of the material to create
  98442. * @param scene The scene to create the material for
  98443. * @returns The default material
  98444. */
  98445. static DefaultMaterialFactory(scene: Scene): Material;
  98446. /**
  98447. * Factory used to create the a collision coordinator.
  98448. * @returns The collision coordinator
  98449. */
  98450. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98451. /** @hidden */
  98452. _inputManager: InputManager;
  98453. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98454. cameraToUseForPointers: Nullable<Camera>;
  98455. /** @hidden */
  98456. readonly _isScene: boolean;
  98457. /**
  98458. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98459. */
  98460. autoClear: boolean;
  98461. /**
  98462. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98463. */
  98464. autoClearDepthAndStencil: boolean;
  98465. /**
  98466. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98467. */
  98468. clearColor: Color4;
  98469. /**
  98470. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98471. */
  98472. ambientColor: Color3;
  98473. /**
  98474. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98475. * It should only be one of the following (if not the default embedded one):
  98476. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98477. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98478. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98479. * The material properties need to be setup according to the type of texture in use.
  98480. */
  98481. environmentBRDFTexture: BaseTexture;
  98482. /** @hidden */
  98483. protected _environmentTexture: Nullable<BaseTexture>;
  98484. /**
  98485. * Texture used in all pbr material as the reflection texture.
  98486. * As in the majority of the scene they are the same (exception for multi room and so on),
  98487. * this is easier to reference from here than from all the materials.
  98488. */
  98489. /**
  98490. * Texture used in all pbr material as the reflection texture.
  98491. * As in the majority of the scene they are the same (exception for multi room and so on),
  98492. * this is easier to set here than in all the materials.
  98493. */
  98494. environmentTexture: Nullable<BaseTexture>;
  98495. /** @hidden */
  98496. protected _environmentIntensity: number;
  98497. /**
  98498. * Intensity of the environment in all pbr material.
  98499. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98500. * As in the majority of the scene they are the same (exception for multi room and so on),
  98501. * this is easier to reference from here than from all the materials.
  98502. */
  98503. /**
  98504. * Intensity of the environment in all pbr material.
  98505. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98506. * As in the majority of the scene they are the same (exception for multi room and so on),
  98507. * this is easier to set here than in all the materials.
  98508. */
  98509. environmentIntensity: number;
  98510. /** @hidden */
  98511. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98512. /**
  98513. * Default image processing configuration used either in the rendering
  98514. * Forward main pass or through the imageProcessingPostProcess if present.
  98515. * As in the majority of the scene they are the same (exception for multi camera),
  98516. * this is easier to reference from here than from all the materials and post process.
  98517. *
  98518. * No setter as we it is a shared configuration, you can set the values instead.
  98519. */
  98520. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98521. private _forceWireframe;
  98522. /**
  98523. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98524. */
  98525. forceWireframe: boolean;
  98526. private _forcePointsCloud;
  98527. /**
  98528. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98529. */
  98530. forcePointsCloud: boolean;
  98531. /**
  98532. * Gets or sets the active clipplane 1
  98533. */
  98534. clipPlane: Nullable<Plane>;
  98535. /**
  98536. * Gets or sets the active clipplane 2
  98537. */
  98538. clipPlane2: Nullable<Plane>;
  98539. /**
  98540. * Gets or sets the active clipplane 3
  98541. */
  98542. clipPlane3: Nullable<Plane>;
  98543. /**
  98544. * Gets or sets the active clipplane 4
  98545. */
  98546. clipPlane4: Nullable<Plane>;
  98547. /**
  98548. * Gets or sets a boolean indicating if animations are enabled
  98549. */
  98550. animationsEnabled: boolean;
  98551. private _animationPropertiesOverride;
  98552. /**
  98553. * Gets or sets the animation properties override
  98554. */
  98555. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98556. /**
  98557. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98558. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98559. */
  98560. useConstantAnimationDeltaTime: boolean;
  98561. /**
  98562. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98563. * Please note that it requires to run a ray cast through the scene on every frame
  98564. */
  98565. constantlyUpdateMeshUnderPointer: boolean;
  98566. /**
  98567. * Defines the HTML cursor to use when hovering over interactive elements
  98568. */
  98569. hoverCursor: string;
  98570. /**
  98571. * Defines the HTML default cursor to use (empty by default)
  98572. */
  98573. defaultCursor: string;
  98574. /**
  98575. * This is used to call preventDefault() on pointer down
  98576. * in order to block unwanted artifacts like system double clicks
  98577. */
  98578. preventDefaultOnPointerDown: boolean;
  98579. /**
  98580. * This is used to call preventDefault() on pointer up
  98581. * in order to block unwanted artifacts like system double clicks
  98582. */
  98583. preventDefaultOnPointerUp: boolean;
  98584. /**
  98585. * Gets or sets user defined metadata
  98586. */
  98587. metadata: any;
  98588. /**
  98589. * For internal use only. Please do not use.
  98590. */
  98591. reservedDataStore: any;
  98592. /**
  98593. * Gets the name of the plugin used to load this scene (null by default)
  98594. */
  98595. loadingPluginName: string;
  98596. /**
  98597. * Use this array to add regular expressions used to disable offline support for specific urls
  98598. */
  98599. disableOfflineSupportExceptionRules: RegExp[];
  98600. /**
  98601. * An event triggered when the scene is disposed.
  98602. */
  98603. onDisposeObservable: Observable<Scene>;
  98604. private _onDisposeObserver;
  98605. /** Sets a function to be executed when this scene is disposed. */
  98606. onDispose: () => void;
  98607. /**
  98608. * An event triggered before rendering the scene (right after animations and physics)
  98609. */
  98610. onBeforeRenderObservable: Observable<Scene>;
  98611. private _onBeforeRenderObserver;
  98612. /** Sets a function to be executed before rendering this scene */
  98613. beforeRender: Nullable<() => void>;
  98614. /**
  98615. * An event triggered after rendering the scene
  98616. */
  98617. onAfterRenderObservable: Observable<Scene>;
  98618. /**
  98619. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98620. */
  98621. onAfterRenderCameraObservable: Observable<Camera>;
  98622. private _onAfterRenderObserver;
  98623. /** Sets a function to be executed after rendering this scene */
  98624. afterRender: Nullable<() => void>;
  98625. /**
  98626. * An event triggered before animating the scene
  98627. */
  98628. onBeforeAnimationsObservable: Observable<Scene>;
  98629. /**
  98630. * An event triggered after animations processing
  98631. */
  98632. onAfterAnimationsObservable: Observable<Scene>;
  98633. /**
  98634. * An event triggered before draw calls are ready to be sent
  98635. */
  98636. onBeforeDrawPhaseObservable: Observable<Scene>;
  98637. /**
  98638. * An event triggered after draw calls have been sent
  98639. */
  98640. onAfterDrawPhaseObservable: Observable<Scene>;
  98641. /**
  98642. * An event triggered when the scene is ready
  98643. */
  98644. onReadyObservable: Observable<Scene>;
  98645. /**
  98646. * An event triggered before rendering a camera
  98647. */
  98648. onBeforeCameraRenderObservable: Observable<Camera>;
  98649. private _onBeforeCameraRenderObserver;
  98650. /** Sets a function to be executed before rendering a camera*/
  98651. beforeCameraRender: () => void;
  98652. /**
  98653. * An event triggered after rendering a camera
  98654. */
  98655. onAfterCameraRenderObservable: Observable<Camera>;
  98656. private _onAfterCameraRenderObserver;
  98657. /** Sets a function to be executed after rendering a camera*/
  98658. afterCameraRender: () => void;
  98659. /**
  98660. * An event triggered when active meshes evaluation is about to start
  98661. */
  98662. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98663. /**
  98664. * An event triggered when active meshes evaluation is done
  98665. */
  98666. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98667. /**
  98668. * An event triggered when particles rendering is about to start
  98669. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98670. */
  98671. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98672. /**
  98673. * An event triggered when particles rendering is done
  98674. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98675. */
  98676. onAfterParticlesRenderingObservable: Observable<Scene>;
  98677. /**
  98678. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98679. */
  98680. onDataLoadedObservable: Observable<Scene>;
  98681. /**
  98682. * An event triggered when a camera is created
  98683. */
  98684. onNewCameraAddedObservable: Observable<Camera>;
  98685. /**
  98686. * An event triggered when a camera is removed
  98687. */
  98688. onCameraRemovedObservable: Observable<Camera>;
  98689. /**
  98690. * An event triggered when a light is created
  98691. */
  98692. onNewLightAddedObservable: Observable<Light>;
  98693. /**
  98694. * An event triggered when a light is removed
  98695. */
  98696. onLightRemovedObservable: Observable<Light>;
  98697. /**
  98698. * An event triggered when a geometry is created
  98699. */
  98700. onNewGeometryAddedObservable: Observable<Geometry>;
  98701. /**
  98702. * An event triggered when a geometry is removed
  98703. */
  98704. onGeometryRemovedObservable: Observable<Geometry>;
  98705. /**
  98706. * An event triggered when a transform node is created
  98707. */
  98708. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98709. /**
  98710. * An event triggered when a transform node is removed
  98711. */
  98712. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98713. /**
  98714. * An event triggered when a mesh is created
  98715. */
  98716. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98717. /**
  98718. * An event triggered when a mesh is removed
  98719. */
  98720. onMeshRemovedObservable: Observable<AbstractMesh>;
  98721. /**
  98722. * An event triggered when a skeleton is created
  98723. */
  98724. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98725. /**
  98726. * An event triggered when a skeleton is removed
  98727. */
  98728. onSkeletonRemovedObservable: Observable<Skeleton>;
  98729. /**
  98730. * An event triggered when a material is created
  98731. */
  98732. onNewMaterialAddedObservable: Observable<Material>;
  98733. /**
  98734. * An event triggered when a material is removed
  98735. */
  98736. onMaterialRemovedObservable: Observable<Material>;
  98737. /**
  98738. * An event triggered when a texture is created
  98739. */
  98740. onNewTextureAddedObservable: Observable<BaseTexture>;
  98741. /**
  98742. * An event triggered when a texture is removed
  98743. */
  98744. onTextureRemovedObservable: Observable<BaseTexture>;
  98745. /**
  98746. * An event triggered when render targets are about to be rendered
  98747. * Can happen multiple times per frame.
  98748. */
  98749. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98750. /**
  98751. * An event triggered when render targets were rendered.
  98752. * Can happen multiple times per frame.
  98753. */
  98754. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98755. /**
  98756. * An event triggered before calculating deterministic simulation step
  98757. */
  98758. onBeforeStepObservable: Observable<Scene>;
  98759. /**
  98760. * An event triggered after calculating deterministic simulation step
  98761. */
  98762. onAfterStepObservable: Observable<Scene>;
  98763. /**
  98764. * An event triggered when the activeCamera property is updated
  98765. */
  98766. onActiveCameraChanged: Observable<Scene>;
  98767. /**
  98768. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98769. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98770. * 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)
  98771. */
  98772. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98773. /**
  98774. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98775. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98776. * 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)
  98777. */
  98778. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98779. /**
  98780. * This Observable will when a mesh has been imported into the scene.
  98781. */
  98782. onMeshImportedObservable: Observable<AbstractMesh>;
  98783. /**
  98784. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98785. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98786. */
  98787. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98788. /** @hidden */
  98789. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98790. /**
  98791. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98792. */
  98793. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98794. /**
  98795. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98796. */
  98797. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98798. /**
  98799. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98800. */
  98801. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98802. /** Callback called when a pointer move is detected */
  98803. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98804. /** Callback called when a pointer down is detected */
  98805. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98806. /** Callback called when a pointer up is detected */
  98807. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98808. /** Callback called when a pointer pick is detected */
  98809. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98810. /**
  98811. * 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).
  98812. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98813. */
  98814. onPrePointerObservable: Observable<PointerInfoPre>;
  98815. /**
  98816. * Observable event triggered each time an input event is received from the rendering canvas
  98817. */
  98818. onPointerObservable: Observable<PointerInfo>;
  98819. /**
  98820. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98821. */
  98822. readonly unTranslatedPointer: Vector2;
  98823. /**
  98824. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98825. */
  98826. static DragMovementThreshold: number;
  98827. /**
  98828. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98829. */
  98830. static LongPressDelay: number;
  98831. /**
  98832. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98833. */
  98834. static DoubleClickDelay: number;
  98835. /** If you need to check double click without raising a single click at first click, enable this flag */
  98836. static ExclusiveDoubleClickMode: boolean;
  98837. /** @hidden */
  98838. _mirroredCameraPosition: Nullable<Vector3>;
  98839. /**
  98840. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98841. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98842. */
  98843. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98844. /**
  98845. * Observable event triggered each time an keyboard event is received from the hosting window
  98846. */
  98847. onKeyboardObservable: Observable<KeyboardInfo>;
  98848. private _useRightHandedSystem;
  98849. /**
  98850. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98851. */
  98852. useRightHandedSystem: boolean;
  98853. private _timeAccumulator;
  98854. private _currentStepId;
  98855. private _currentInternalStep;
  98856. /**
  98857. * Sets the step Id used by deterministic lock step
  98858. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98859. * @param newStepId defines the step Id
  98860. */
  98861. setStepId(newStepId: number): void;
  98862. /**
  98863. * Gets the step Id used by deterministic lock step
  98864. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98865. * @returns the step Id
  98866. */
  98867. getStepId(): number;
  98868. /**
  98869. * Gets the internal step used by deterministic lock step
  98870. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98871. * @returns the internal step
  98872. */
  98873. getInternalStep(): number;
  98874. private _fogEnabled;
  98875. /**
  98876. * Gets or sets a boolean indicating if fog is enabled on this scene
  98877. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98878. * (Default is true)
  98879. */
  98880. fogEnabled: boolean;
  98881. private _fogMode;
  98882. /**
  98883. * Gets or sets the fog mode to use
  98884. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98885. * | mode | value |
  98886. * | --- | --- |
  98887. * | FOGMODE_NONE | 0 |
  98888. * | FOGMODE_EXP | 1 |
  98889. * | FOGMODE_EXP2 | 2 |
  98890. * | FOGMODE_LINEAR | 3 |
  98891. */
  98892. fogMode: number;
  98893. /**
  98894. * Gets or sets the fog color to use
  98895. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98896. * (Default is Color3(0.2, 0.2, 0.3))
  98897. */
  98898. fogColor: Color3;
  98899. /**
  98900. * Gets or sets the fog density to use
  98901. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98902. * (Default is 0.1)
  98903. */
  98904. fogDensity: number;
  98905. /**
  98906. * Gets or sets the fog start distance to use
  98907. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98908. * (Default is 0)
  98909. */
  98910. fogStart: number;
  98911. /**
  98912. * Gets or sets the fog end distance to use
  98913. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98914. * (Default is 1000)
  98915. */
  98916. fogEnd: number;
  98917. private _shadowsEnabled;
  98918. /**
  98919. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98920. */
  98921. shadowsEnabled: boolean;
  98922. private _lightsEnabled;
  98923. /**
  98924. * Gets or sets a boolean indicating if lights are enabled on this scene
  98925. */
  98926. lightsEnabled: boolean;
  98927. /** All of the active cameras added to this scene. */
  98928. activeCameras: Camera[];
  98929. /** @hidden */
  98930. _activeCamera: Nullable<Camera>;
  98931. /** Gets or sets the current active camera */
  98932. activeCamera: Nullable<Camera>;
  98933. private _defaultMaterial;
  98934. /** The default material used on meshes when no material is affected */
  98935. /** The default material used on meshes when no material is affected */
  98936. defaultMaterial: Material;
  98937. private _texturesEnabled;
  98938. /**
  98939. * Gets or sets a boolean indicating if textures are enabled on this scene
  98940. */
  98941. texturesEnabled: boolean;
  98942. /**
  98943. * Gets or sets a boolean indicating if particles are enabled on this scene
  98944. */
  98945. particlesEnabled: boolean;
  98946. /**
  98947. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98948. */
  98949. spritesEnabled: boolean;
  98950. private _skeletonsEnabled;
  98951. /**
  98952. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98953. */
  98954. skeletonsEnabled: boolean;
  98955. /**
  98956. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98957. */
  98958. lensFlaresEnabled: boolean;
  98959. /**
  98960. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98961. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98962. */
  98963. collisionsEnabled: boolean;
  98964. private _collisionCoordinator;
  98965. /** @hidden */
  98966. readonly collisionCoordinator: ICollisionCoordinator;
  98967. /**
  98968. * Defines the gravity applied to this scene (used only for collisions)
  98969. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98970. */
  98971. gravity: Vector3;
  98972. /**
  98973. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98974. */
  98975. postProcessesEnabled: boolean;
  98976. /**
  98977. * The list of postprocesses added to the scene
  98978. */
  98979. postProcesses: PostProcess[];
  98980. /**
  98981. * Gets the current postprocess manager
  98982. */
  98983. postProcessManager: PostProcessManager;
  98984. /**
  98985. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98986. */
  98987. renderTargetsEnabled: boolean;
  98988. /**
  98989. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98990. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98991. */
  98992. dumpNextRenderTargets: boolean;
  98993. /**
  98994. * The list of user defined render targets added to the scene
  98995. */
  98996. customRenderTargets: RenderTargetTexture[];
  98997. /**
  98998. * Defines if texture loading must be delayed
  98999. * If true, textures will only be loaded when they need to be rendered
  99000. */
  99001. useDelayedTextureLoading: boolean;
  99002. /**
  99003. * Gets the list of meshes imported to the scene through SceneLoader
  99004. */
  99005. importedMeshesFiles: String[];
  99006. /**
  99007. * Gets or sets a boolean indicating if probes are enabled on this scene
  99008. */
  99009. probesEnabled: boolean;
  99010. /**
  99011. * Gets or sets the current offline provider to use to store scene data
  99012. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  99013. */
  99014. offlineProvider: IOfflineProvider;
  99015. /**
  99016. * Gets or sets the action manager associated with the scene
  99017. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99018. */
  99019. actionManager: AbstractActionManager;
  99020. private _meshesForIntersections;
  99021. /**
  99022. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  99023. */
  99024. proceduralTexturesEnabled: boolean;
  99025. private _engine;
  99026. private _totalVertices;
  99027. /** @hidden */
  99028. _activeIndices: PerfCounter;
  99029. /** @hidden */
  99030. _activeParticles: PerfCounter;
  99031. /** @hidden */
  99032. _activeBones: PerfCounter;
  99033. private _animationRatio;
  99034. /** @hidden */
  99035. _animationTimeLast: number;
  99036. /** @hidden */
  99037. _animationTime: number;
  99038. /**
  99039. * Gets or sets a general scale for animation speed
  99040. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  99041. */
  99042. animationTimeScale: number;
  99043. /** @hidden */
  99044. _cachedMaterial: Nullable<Material>;
  99045. /** @hidden */
  99046. _cachedEffect: Nullable<Effect>;
  99047. /** @hidden */
  99048. _cachedVisibility: Nullable<number>;
  99049. private _renderId;
  99050. private _frameId;
  99051. private _executeWhenReadyTimeoutId;
  99052. private _intermediateRendering;
  99053. private _viewUpdateFlag;
  99054. private _projectionUpdateFlag;
  99055. /** @hidden */
  99056. _toBeDisposed: Nullable<IDisposable>[];
  99057. private _activeRequests;
  99058. /** @hidden */
  99059. _pendingData: any[];
  99060. private _isDisposed;
  99061. /**
  99062. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  99063. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  99064. */
  99065. dispatchAllSubMeshesOfActiveMeshes: boolean;
  99066. private _activeMeshes;
  99067. private _processedMaterials;
  99068. private _renderTargets;
  99069. /** @hidden */
  99070. _activeParticleSystems: SmartArray<IParticleSystem>;
  99071. private _activeSkeletons;
  99072. private _softwareSkinnedMeshes;
  99073. private _renderingManager;
  99074. /** @hidden */
  99075. _activeAnimatables: Animatable[];
  99076. private _transformMatrix;
  99077. private _sceneUbo;
  99078. /** @hidden */
  99079. _viewMatrix: Matrix;
  99080. private _projectionMatrix;
  99081. /** @hidden */
  99082. _forcedViewPosition: Nullable<Vector3>;
  99083. /** @hidden */
  99084. _frustumPlanes: Plane[];
  99085. /**
  99086. * Gets the list of frustum planes (built from the active camera)
  99087. */
  99088. readonly frustumPlanes: Plane[];
  99089. /**
  99090. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  99091. * This is useful if there are more lights that the maximum simulteanous authorized
  99092. */
  99093. requireLightSorting: boolean;
  99094. /** @hidden */
  99095. readonly useMaterialMeshMap: boolean;
  99096. /** @hidden */
  99097. readonly useClonedMeshhMap: boolean;
  99098. private _externalData;
  99099. private _uid;
  99100. /**
  99101. * @hidden
  99102. * Backing store of defined scene components.
  99103. */
  99104. _components: ISceneComponent[];
  99105. /**
  99106. * @hidden
  99107. * Backing store of defined scene components.
  99108. */
  99109. _serializableComponents: ISceneSerializableComponent[];
  99110. /**
  99111. * List of components to register on the next registration step.
  99112. */
  99113. private _transientComponents;
  99114. /**
  99115. * Registers the transient components if needed.
  99116. */
  99117. private _registerTransientComponents;
  99118. /**
  99119. * @hidden
  99120. * Add a component to the scene.
  99121. * Note that the ccomponent could be registered on th next frame if this is called after
  99122. * the register component stage.
  99123. * @param component Defines the component to add to the scene
  99124. */
  99125. _addComponent(component: ISceneComponent): void;
  99126. /**
  99127. * @hidden
  99128. * Gets a component from the scene.
  99129. * @param name defines the name of the component to retrieve
  99130. * @returns the component or null if not present
  99131. */
  99132. _getComponent(name: string): Nullable<ISceneComponent>;
  99133. /**
  99134. * @hidden
  99135. * Defines the actions happening before camera updates.
  99136. */
  99137. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  99138. /**
  99139. * @hidden
  99140. * Defines the actions happening before clear the canvas.
  99141. */
  99142. _beforeClearStage: Stage<SimpleStageAction>;
  99143. /**
  99144. * @hidden
  99145. * Defines the actions when collecting render targets for the frame.
  99146. */
  99147. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99148. /**
  99149. * @hidden
  99150. * Defines the actions happening for one camera in the frame.
  99151. */
  99152. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99153. /**
  99154. * @hidden
  99155. * Defines the actions happening during the per mesh ready checks.
  99156. */
  99157. _isReadyForMeshStage: Stage<MeshStageAction>;
  99158. /**
  99159. * @hidden
  99160. * Defines the actions happening before evaluate active mesh checks.
  99161. */
  99162. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  99163. /**
  99164. * @hidden
  99165. * Defines the actions happening during the evaluate sub mesh checks.
  99166. */
  99167. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  99168. /**
  99169. * @hidden
  99170. * Defines the actions happening during the active mesh stage.
  99171. */
  99172. _activeMeshStage: Stage<ActiveMeshStageAction>;
  99173. /**
  99174. * @hidden
  99175. * Defines the actions happening during the per camera render target step.
  99176. */
  99177. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  99178. /**
  99179. * @hidden
  99180. * Defines the actions happening just before the active camera is drawing.
  99181. */
  99182. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99183. /**
  99184. * @hidden
  99185. * Defines the actions happening just before a render target is drawing.
  99186. */
  99187. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99188. /**
  99189. * @hidden
  99190. * Defines the actions happening just before a rendering group is drawing.
  99191. */
  99192. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99193. /**
  99194. * @hidden
  99195. * Defines the actions happening just before a mesh is drawing.
  99196. */
  99197. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99198. /**
  99199. * @hidden
  99200. * Defines the actions happening just after a mesh has been drawn.
  99201. */
  99202. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99203. /**
  99204. * @hidden
  99205. * Defines the actions happening just after a rendering group has been drawn.
  99206. */
  99207. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99208. /**
  99209. * @hidden
  99210. * Defines the actions happening just after the active camera has been drawn.
  99211. */
  99212. _afterCameraDrawStage: Stage<CameraStageAction>;
  99213. /**
  99214. * @hidden
  99215. * Defines the actions happening just after a render target has been drawn.
  99216. */
  99217. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99218. /**
  99219. * @hidden
  99220. * Defines the actions happening just after rendering all cameras and computing intersections.
  99221. */
  99222. _afterRenderStage: Stage<SimpleStageAction>;
  99223. /**
  99224. * @hidden
  99225. * Defines the actions happening when a pointer move event happens.
  99226. */
  99227. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99228. /**
  99229. * @hidden
  99230. * Defines the actions happening when a pointer down event happens.
  99231. */
  99232. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99233. /**
  99234. * @hidden
  99235. * Defines the actions happening when a pointer up event happens.
  99236. */
  99237. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99238. /**
  99239. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99240. */
  99241. private geometriesByUniqueId;
  99242. /**
  99243. * Creates a new Scene
  99244. * @param engine defines the engine to use to render this scene
  99245. * @param options defines the scene options
  99246. */
  99247. constructor(engine: Engine, options?: SceneOptions);
  99248. /**
  99249. * Gets a string idenfifying the name of the class
  99250. * @returns "Scene" string
  99251. */
  99252. getClassName(): string;
  99253. private _defaultMeshCandidates;
  99254. /**
  99255. * @hidden
  99256. */
  99257. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99258. private _defaultSubMeshCandidates;
  99259. /**
  99260. * @hidden
  99261. */
  99262. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99263. /**
  99264. * Sets the default candidate providers for the scene.
  99265. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99266. * and getCollidingSubMeshCandidates to their default function
  99267. */
  99268. setDefaultCandidateProviders(): void;
  99269. /**
  99270. * Gets the mesh that is currently under the pointer
  99271. */
  99272. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99273. /**
  99274. * Gets or sets the current on-screen X position of the pointer
  99275. */
  99276. pointerX: number;
  99277. /**
  99278. * Gets or sets the current on-screen Y position of the pointer
  99279. */
  99280. pointerY: number;
  99281. /**
  99282. * Gets the cached material (ie. the latest rendered one)
  99283. * @returns the cached material
  99284. */
  99285. getCachedMaterial(): Nullable<Material>;
  99286. /**
  99287. * Gets the cached effect (ie. the latest rendered one)
  99288. * @returns the cached effect
  99289. */
  99290. getCachedEffect(): Nullable<Effect>;
  99291. /**
  99292. * Gets the cached visibility state (ie. the latest rendered one)
  99293. * @returns the cached visibility state
  99294. */
  99295. getCachedVisibility(): Nullable<number>;
  99296. /**
  99297. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99298. * @param material defines the current material
  99299. * @param effect defines the current effect
  99300. * @param visibility defines the current visibility state
  99301. * @returns true if one parameter is not cached
  99302. */
  99303. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99304. /**
  99305. * Gets the engine associated with the scene
  99306. * @returns an Engine
  99307. */
  99308. getEngine(): Engine;
  99309. /**
  99310. * Gets the total number of vertices rendered per frame
  99311. * @returns the total number of vertices rendered per frame
  99312. */
  99313. getTotalVertices(): number;
  99314. /**
  99315. * Gets the performance counter for total vertices
  99316. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99317. */
  99318. readonly totalVerticesPerfCounter: PerfCounter;
  99319. /**
  99320. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99321. * @returns the total number of active indices rendered per frame
  99322. */
  99323. getActiveIndices(): number;
  99324. /**
  99325. * Gets the performance counter for active indices
  99326. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99327. */
  99328. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99329. /**
  99330. * Gets the total number of active particles rendered per frame
  99331. * @returns the total number of active particles rendered per frame
  99332. */
  99333. getActiveParticles(): number;
  99334. /**
  99335. * Gets the performance counter for active particles
  99336. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99337. */
  99338. readonly activeParticlesPerfCounter: PerfCounter;
  99339. /**
  99340. * Gets the total number of active bones rendered per frame
  99341. * @returns the total number of active bones rendered per frame
  99342. */
  99343. getActiveBones(): number;
  99344. /**
  99345. * Gets the performance counter for active bones
  99346. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99347. */
  99348. readonly activeBonesPerfCounter: PerfCounter;
  99349. /**
  99350. * Gets the array of active meshes
  99351. * @returns an array of AbstractMesh
  99352. */
  99353. getActiveMeshes(): SmartArray<AbstractMesh>;
  99354. /**
  99355. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99356. * @returns a number
  99357. */
  99358. getAnimationRatio(): number;
  99359. /**
  99360. * Gets an unique Id for the current render phase
  99361. * @returns a number
  99362. */
  99363. getRenderId(): number;
  99364. /**
  99365. * Gets an unique Id for the current frame
  99366. * @returns a number
  99367. */
  99368. getFrameId(): number;
  99369. /** Call this function if you want to manually increment the render Id*/
  99370. incrementRenderId(): void;
  99371. private _createUbo;
  99372. /**
  99373. * Use this method to simulate a pointer move on a mesh
  99374. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99375. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99376. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99377. * @returns the current scene
  99378. */
  99379. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99380. /**
  99381. * Use this method to simulate a pointer down on a mesh
  99382. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99383. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99384. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99385. * @returns the current scene
  99386. */
  99387. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99388. /**
  99389. * Use this method to simulate a pointer up on a mesh
  99390. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99391. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99392. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99393. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99394. * @returns the current scene
  99395. */
  99396. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99397. /**
  99398. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99399. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99400. * @returns true if the pointer was captured
  99401. */
  99402. isPointerCaptured(pointerId?: number): boolean;
  99403. /**
  99404. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99405. * @param attachUp defines if you want to attach events to pointerup
  99406. * @param attachDown defines if you want to attach events to pointerdown
  99407. * @param attachMove defines if you want to attach events to pointermove
  99408. */
  99409. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99410. /** Detaches all event handlers*/
  99411. detachControl(): void;
  99412. /**
  99413. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99414. * Delay loaded resources are not taking in account
  99415. * @return true if all required resources are ready
  99416. */
  99417. isReady(): boolean;
  99418. /** Resets all cached information relative to material (including effect and visibility) */
  99419. resetCachedMaterial(): void;
  99420. /**
  99421. * Registers a function to be called before every frame render
  99422. * @param func defines the function to register
  99423. */
  99424. registerBeforeRender(func: () => void): void;
  99425. /**
  99426. * Unregisters a function called before every frame render
  99427. * @param func defines the function to unregister
  99428. */
  99429. unregisterBeforeRender(func: () => void): void;
  99430. /**
  99431. * Registers a function to be called after every frame render
  99432. * @param func defines the function to register
  99433. */
  99434. registerAfterRender(func: () => void): void;
  99435. /**
  99436. * Unregisters a function called after every frame render
  99437. * @param func defines the function to unregister
  99438. */
  99439. unregisterAfterRender(func: () => void): void;
  99440. private _executeOnceBeforeRender;
  99441. /**
  99442. * The provided function will run before render once and will be disposed afterwards.
  99443. * A timeout delay can be provided so that the function will be executed in N ms.
  99444. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99445. * @param func The function to be executed.
  99446. * @param timeout optional delay in ms
  99447. */
  99448. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99449. /** @hidden */
  99450. _addPendingData(data: any): void;
  99451. /** @hidden */
  99452. _removePendingData(data: any): void;
  99453. /**
  99454. * Returns the number of items waiting to be loaded
  99455. * @returns the number of items waiting to be loaded
  99456. */
  99457. getWaitingItemsCount(): number;
  99458. /**
  99459. * Returns a boolean indicating if the scene is still loading data
  99460. */
  99461. readonly isLoading: boolean;
  99462. /**
  99463. * Registers a function to be executed when the scene is ready
  99464. * @param {Function} func - the function to be executed
  99465. */
  99466. executeWhenReady(func: () => void): void;
  99467. /**
  99468. * Returns a promise that resolves when the scene is ready
  99469. * @returns A promise that resolves when the scene is ready
  99470. */
  99471. whenReadyAsync(): Promise<void>;
  99472. /** @hidden */
  99473. _checkIsReady(): void;
  99474. /**
  99475. * Gets all animatable attached to the scene
  99476. */
  99477. readonly animatables: Animatable[];
  99478. /**
  99479. * Resets the last animation time frame.
  99480. * Useful to override when animations start running when loading a scene for the first time.
  99481. */
  99482. resetLastAnimationTimeFrame(): void;
  99483. /**
  99484. * Gets the current view matrix
  99485. * @returns a Matrix
  99486. */
  99487. getViewMatrix(): Matrix;
  99488. /**
  99489. * Gets the current projection matrix
  99490. * @returns a Matrix
  99491. */
  99492. getProjectionMatrix(): Matrix;
  99493. /**
  99494. * Gets the current transform matrix
  99495. * @returns a Matrix made of View * Projection
  99496. */
  99497. getTransformMatrix(): Matrix;
  99498. /**
  99499. * Sets the current transform matrix
  99500. * @param viewL defines the View matrix to use
  99501. * @param projectionL defines the Projection matrix to use
  99502. * @param viewR defines the right View matrix to use (if provided)
  99503. * @param projectionR defines the right Projection matrix to use (if provided)
  99504. */
  99505. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99506. /**
  99507. * Gets the uniform buffer used to store scene data
  99508. * @returns a UniformBuffer
  99509. */
  99510. getSceneUniformBuffer(): UniformBuffer;
  99511. /**
  99512. * Gets an unique (relatively to the current scene) Id
  99513. * @returns an unique number for the scene
  99514. */
  99515. getUniqueId(): number;
  99516. /**
  99517. * Add a mesh to the list of scene's meshes
  99518. * @param newMesh defines the mesh to add
  99519. * @param recursive if all child meshes should also be added to the scene
  99520. */
  99521. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99522. /**
  99523. * Remove a mesh for the list of scene's meshes
  99524. * @param toRemove defines the mesh to remove
  99525. * @param recursive if all child meshes should also be removed from the scene
  99526. * @returns the index where the mesh was in the mesh list
  99527. */
  99528. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99529. /**
  99530. * Add a transform node to the list of scene's transform nodes
  99531. * @param newTransformNode defines the transform node to add
  99532. */
  99533. addTransformNode(newTransformNode: TransformNode): void;
  99534. /**
  99535. * Remove a transform node for the list of scene's transform nodes
  99536. * @param toRemove defines the transform node to remove
  99537. * @returns the index where the transform node was in the transform node list
  99538. */
  99539. removeTransformNode(toRemove: TransformNode): number;
  99540. /**
  99541. * Remove a skeleton for the list of scene's skeletons
  99542. * @param toRemove defines the skeleton to remove
  99543. * @returns the index where the skeleton was in the skeleton list
  99544. */
  99545. removeSkeleton(toRemove: Skeleton): number;
  99546. /**
  99547. * Remove a morph target for the list of scene's morph targets
  99548. * @param toRemove defines the morph target to remove
  99549. * @returns the index where the morph target was in the morph target list
  99550. */
  99551. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99552. /**
  99553. * Remove a light for the list of scene's lights
  99554. * @param toRemove defines the light to remove
  99555. * @returns the index where the light was in the light list
  99556. */
  99557. removeLight(toRemove: Light): number;
  99558. /**
  99559. * Remove a camera for the list of scene's cameras
  99560. * @param toRemove defines the camera to remove
  99561. * @returns the index where the camera was in the camera list
  99562. */
  99563. removeCamera(toRemove: Camera): number;
  99564. /**
  99565. * Remove a particle system for the list of scene's particle systems
  99566. * @param toRemove defines the particle system to remove
  99567. * @returns the index where the particle system was in the particle system list
  99568. */
  99569. removeParticleSystem(toRemove: IParticleSystem): number;
  99570. /**
  99571. * Remove a animation for the list of scene's animations
  99572. * @param toRemove defines the animation to remove
  99573. * @returns the index where the animation was in the animation list
  99574. */
  99575. removeAnimation(toRemove: Animation): number;
  99576. /**
  99577. * Will stop the animation of the given target
  99578. * @param target - the target
  99579. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99580. * @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)
  99581. */
  99582. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99583. /**
  99584. * Removes the given animation group from this scene.
  99585. * @param toRemove The animation group to remove
  99586. * @returns The index of the removed animation group
  99587. */
  99588. removeAnimationGroup(toRemove: AnimationGroup): number;
  99589. /**
  99590. * Removes the given multi-material from this scene.
  99591. * @param toRemove The multi-material to remove
  99592. * @returns The index of the removed multi-material
  99593. */
  99594. removeMultiMaterial(toRemove: MultiMaterial): number;
  99595. /**
  99596. * Removes the given material from this scene.
  99597. * @param toRemove The material to remove
  99598. * @returns The index of the removed material
  99599. */
  99600. removeMaterial(toRemove: Material): number;
  99601. /**
  99602. * Removes the given action manager from this scene.
  99603. * @param toRemove The action manager to remove
  99604. * @returns The index of the removed action manager
  99605. */
  99606. removeActionManager(toRemove: AbstractActionManager): number;
  99607. /**
  99608. * Removes the given texture from this scene.
  99609. * @param toRemove The texture to remove
  99610. * @returns The index of the removed texture
  99611. */
  99612. removeTexture(toRemove: BaseTexture): number;
  99613. /**
  99614. * Adds the given light to this scene
  99615. * @param newLight The light to add
  99616. */
  99617. addLight(newLight: Light): void;
  99618. /**
  99619. * Sorts the list list based on light priorities
  99620. */
  99621. sortLightsByPriority(): void;
  99622. /**
  99623. * Adds the given camera to this scene
  99624. * @param newCamera The camera to add
  99625. */
  99626. addCamera(newCamera: Camera): void;
  99627. /**
  99628. * Adds the given skeleton to this scene
  99629. * @param newSkeleton The skeleton to add
  99630. */
  99631. addSkeleton(newSkeleton: Skeleton): void;
  99632. /**
  99633. * Adds the given particle system to this scene
  99634. * @param newParticleSystem The particle system to add
  99635. */
  99636. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99637. /**
  99638. * Adds the given animation to this scene
  99639. * @param newAnimation The animation to add
  99640. */
  99641. addAnimation(newAnimation: Animation): void;
  99642. /**
  99643. * Adds the given animation group to this scene.
  99644. * @param newAnimationGroup The animation group to add
  99645. */
  99646. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99647. /**
  99648. * Adds the given multi-material to this scene
  99649. * @param newMultiMaterial The multi-material to add
  99650. */
  99651. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99652. /**
  99653. * Adds the given material to this scene
  99654. * @param newMaterial The material to add
  99655. */
  99656. addMaterial(newMaterial: Material): void;
  99657. /**
  99658. * Adds the given morph target to this scene
  99659. * @param newMorphTargetManager The morph target to add
  99660. */
  99661. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99662. /**
  99663. * Adds the given geometry to this scene
  99664. * @param newGeometry The geometry to add
  99665. */
  99666. addGeometry(newGeometry: Geometry): void;
  99667. /**
  99668. * Adds the given action manager to this scene
  99669. * @param newActionManager The action manager to add
  99670. */
  99671. addActionManager(newActionManager: AbstractActionManager): void;
  99672. /**
  99673. * Adds the given texture to this scene.
  99674. * @param newTexture The texture to add
  99675. */
  99676. addTexture(newTexture: BaseTexture): void;
  99677. /**
  99678. * Switch active camera
  99679. * @param newCamera defines the new active camera
  99680. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99681. */
  99682. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99683. /**
  99684. * sets the active camera of the scene using its ID
  99685. * @param id defines the camera's ID
  99686. * @return the new active camera or null if none found.
  99687. */
  99688. setActiveCameraByID(id: string): Nullable<Camera>;
  99689. /**
  99690. * sets the active camera of the scene using its name
  99691. * @param name defines the camera's name
  99692. * @returns the new active camera or null if none found.
  99693. */
  99694. setActiveCameraByName(name: string): Nullable<Camera>;
  99695. /**
  99696. * get an animation group using its name
  99697. * @param name defines the material's name
  99698. * @return the animation group or null if none found.
  99699. */
  99700. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99701. /**
  99702. * Get a material using its unique id
  99703. * @param uniqueId defines the material's unique id
  99704. * @return the material or null if none found.
  99705. */
  99706. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99707. /**
  99708. * get a material using its id
  99709. * @param id defines the material's ID
  99710. * @return the material or null if none found.
  99711. */
  99712. getMaterialByID(id: string): Nullable<Material>;
  99713. /**
  99714. * Gets a the last added material using a given id
  99715. * @param id defines the material's ID
  99716. * @return the last material with the given id or null if none found.
  99717. */
  99718. getLastMaterialByID(id: string): Nullable<Material>;
  99719. /**
  99720. * Gets a material using its name
  99721. * @param name defines the material's name
  99722. * @return the material or null if none found.
  99723. */
  99724. getMaterialByName(name: string): Nullable<Material>;
  99725. /**
  99726. * Get a texture using its unique id
  99727. * @param uniqueId defines the texture's unique id
  99728. * @return the texture or null if none found.
  99729. */
  99730. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99731. /**
  99732. * Gets a camera using its id
  99733. * @param id defines the id to look for
  99734. * @returns the camera or null if not found
  99735. */
  99736. getCameraByID(id: string): Nullable<Camera>;
  99737. /**
  99738. * Gets a camera using its unique id
  99739. * @param uniqueId defines the unique id to look for
  99740. * @returns the camera or null if not found
  99741. */
  99742. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99743. /**
  99744. * Gets a camera using its name
  99745. * @param name defines the camera's name
  99746. * @return the camera or null if none found.
  99747. */
  99748. getCameraByName(name: string): Nullable<Camera>;
  99749. /**
  99750. * Gets a bone using its id
  99751. * @param id defines the bone's id
  99752. * @return the bone or null if not found
  99753. */
  99754. getBoneByID(id: string): Nullable<Bone>;
  99755. /**
  99756. * Gets a bone using its id
  99757. * @param name defines the bone's name
  99758. * @return the bone or null if not found
  99759. */
  99760. getBoneByName(name: string): Nullable<Bone>;
  99761. /**
  99762. * Gets a light node using its name
  99763. * @param name defines the the light's name
  99764. * @return the light or null if none found.
  99765. */
  99766. getLightByName(name: string): Nullable<Light>;
  99767. /**
  99768. * Gets a light node using its id
  99769. * @param id defines the light's id
  99770. * @return the light or null if none found.
  99771. */
  99772. getLightByID(id: string): Nullable<Light>;
  99773. /**
  99774. * Gets a light node using its scene-generated unique ID
  99775. * @param uniqueId defines the light's unique id
  99776. * @return the light or null if none found.
  99777. */
  99778. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99779. /**
  99780. * Gets a particle system by id
  99781. * @param id defines the particle system id
  99782. * @return the corresponding system or null if none found
  99783. */
  99784. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99785. /**
  99786. * Gets a geometry using its ID
  99787. * @param id defines the geometry's id
  99788. * @return the geometry or null if none found.
  99789. */
  99790. getGeometryByID(id: string): Nullable<Geometry>;
  99791. private _getGeometryByUniqueID;
  99792. /**
  99793. * Add a new geometry to this scene
  99794. * @param geometry defines the geometry to be added to the scene.
  99795. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99796. * @return a boolean defining if the geometry was added or not
  99797. */
  99798. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99799. /**
  99800. * Removes an existing geometry
  99801. * @param geometry defines the geometry to be removed from the scene
  99802. * @return a boolean defining if the geometry was removed or not
  99803. */
  99804. removeGeometry(geometry: Geometry): boolean;
  99805. /**
  99806. * Gets the list of geometries attached to the scene
  99807. * @returns an array of Geometry
  99808. */
  99809. getGeometries(): Geometry[];
  99810. /**
  99811. * Gets the first added mesh found of a given ID
  99812. * @param id defines the id to search for
  99813. * @return the mesh found or null if not found at all
  99814. */
  99815. getMeshByID(id: string): Nullable<AbstractMesh>;
  99816. /**
  99817. * Gets a list of meshes using their id
  99818. * @param id defines the id to search for
  99819. * @returns a list of meshes
  99820. */
  99821. getMeshesByID(id: string): Array<AbstractMesh>;
  99822. /**
  99823. * Gets the first added transform node found of a given ID
  99824. * @param id defines the id to search for
  99825. * @return the found transform node or null if not found at all.
  99826. */
  99827. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99828. /**
  99829. * Gets a transform node with its auto-generated unique id
  99830. * @param uniqueId efines the unique id to search for
  99831. * @return the found transform node or null if not found at all.
  99832. */
  99833. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99834. /**
  99835. * Gets a list of transform nodes using their id
  99836. * @param id defines the id to search for
  99837. * @returns a list of transform nodes
  99838. */
  99839. getTransformNodesByID(id: string): Array<TransformNode>;
  99840. /**
  99841. * Gets a mesh with its auto-generated unique id
  99842. * @param uniqueId defines the unique id to search for
  99843. * @return the found mesh or null if not found at all.
  99844. */
  99845. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99846. /**
  99847. * Gets a the last added mesh using a given id
  99848. * @param id defines the id to search for
  99849. * @return the found mesh or null if not found at all.
  99850. */
  99851. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99852. /**
  99853. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99854. * @param id defines the id to search for
  99855. * @return the found node or null if not found at all
  99856. */
  99857. getLastEntryByID(id: string): Nullable<Node>;
  99858. /**
  99859. * Gets a node (Mesh, Camera, Light) using a given id
  99860. * @param id defines the id to search for
  99861. * @return the found node or null if not found at all
  99862. */
  99863. getNodeByID(id: string): Nullable<Node>;
  99864. /**
  99865. * Gets a node (Mesh, Camera, Light) using a given name
  99866. * @param name defines the name to search for
  99867. * @return the found node or null if not found at all.
  99868. */
  99869. getNodeByName(name: string): Nullable<Node>;
  99870. /**
  99871. * Gets a mesh using a given name
  99872. * @param name defines the name to search for
  99873. * @return the found mesh or null if not found at all.
  99874. */
  99875. getMeshByName(name: string): Nullable<AbstractMesh>;
  99876. /**
  99877. * Gets a transform node using a given name
  99878. * @param name defines the name to search for
  99879. * @return the found transform node or null if not found at all.
  99880. */
  99881. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99882. /**
  99883. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99884. * @param id defines the id to search for
  99885. * @return the found skeleton or null if not found at all.
  99886. */
  99887. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99888. /**
  99889. * Gets a skeleton using a given auto generated unique id
  99890. * @param uniqueId defines the unique id to search for
  99891. * @return the found skeleton or null if not found at all.
  99892. */
  99893. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99894. /**
  99895. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99896. * @param id defines the id to search for
  99897. * @return the found skeleton or null if not found at all.
  99898. */
  99899. getSkeletonById(id: string): Nullable<Skeleton>;
  99900. /**
  99901. * Gets a skeleton using a given name
  99902. * @param name defines the name to search for
  99903. * @return the found skeleton or null if not found at all.
  99904. */
  99905. getSkeletonByName(name: string): Nullable<Skeleton>;
  99906. /**
  99907. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99908. * @param id defines the id to search for
  99909. * @return the found morph target manager or null if not found at all.
  99910. */
  99911. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99912. /**
  99913. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99914. * @param id defines the id to search for
  99915. * @return the found morph target or null if not found at all.
  99916. */
  99917. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99918. /**
  99919. * Gets a boolean indicating if the given mesh is active
  99920. * @param mesh defines the mesh to look for
  99921. * @returns true if the mesh is in the active list
  99922. */
  99923. isActiveMesh(mesh: AbstractMesh): boolean;
  99924. /**
  99925. * Return a unique id as a string which can serve as an identifier for the scene
  99926. */
  99927. readonly uid: string;
  99928. /**
  99929. * Add an externaly attached data from its key.
  99930. * This method call will fail and return false, if such key already exists.
  99931. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99932. * @param key the unique key that identifies the data
  99933. * @param data the data object to associate to the key for this Engine instance
  99934. * @return true if no such key were already present and the data was added successfully, false otherwise
  99935. */
  99936. addExternalData<T>(key: string, data: T): boolean;
  99937. /**
  99938. * Get an externaly attached data from its key
  99939. * @param key the unique key that identifies the data
  99940. * @return the associated data, if present (can be null), or undefined if not present
  99941. */
  99942. getExternalData<T>(key: string): Nullable<T>;
  99943. /**
  99944. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99945. * @param key the unique key that identifies the data
  99946. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99947. * @return the associated data, can be null if the factory returned null.
  99948. */
  99949. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99950. /**
  99951. * Remove an externaly attached data from the Engine instance
  99952. * @param key the unique key that identifies the data
  99953. * @return true if the data was successfully removed, false if it doesn't exist
  99954. */
  99955. removeExternalData(key: string): boolean;
  99956. private _evaluateSubMesh;
  99957. /**
  99958. * Clear the processed materials smart array preventing retention point in material dispose.
  99959. */
  99960. freeProcessedMaterials(): void;
  99961. private _preventFreeActiveMeshesAndRenderingGroups;
  99962. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99963. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99964. * when disposing several meshes in a row or a hierarchy of meshes.
  99965. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99966. */
  99967. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99968. /**
  99969. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99970. */
  99971. freeActiveMeshes(): void;
  99972. /**
  99973. * Clear the info related to rendering groups preventing retention points during dispose.
  99974. */
  99975. freeRenderingGroups(): void;
  99976. /** @hidden */
  99977. _isInIntermediateRendering(): boolean;
  99978. /**
  99979. * Lambda returning the list of potentially active meshes.
  99980. */
  99981. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99982. /**
  99983. * Lambda returning the list of potentially active sub meshes.
  99984. */
  99985. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99986. /**
  99987. * Lambda returning the list of potentially intersecting sub meshes.
  99988. */
  99989. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99990. /**
  99991. * Lambda returning the list of potentially colliding sub meshes.
  99992. */
  99993. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99994. private _activeMeshesFrozen;
  99995. /**
  99996. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99997. * @returns the current scene
  99998. */
  99999. freezeActiveMeshes(): Scene;
  100000. /**
  100001. * Use this function to restart evaluating active meshes on every frame
  100002. * @returns the current scene
  100003. */
  100004. unfreezeActiveMeshes(): Scene;
  100005. private _evaluateActiveMeshes;
  100006. private _activeMesh;
  100007. /**
  100008. * Update the transform matrix to update from the current active camera
  100009. * @param force defines a boolean used to force the update even if cache is up to date
  100010. */
  100011. updateTransformMatrix(force?: boolean): void;
  100012. private _bindFrameBuffer;
  100013. /** @hidden */
  100014. _allowPostProcessClearColor: boolean;
  100015. /** @hidden */
  100016. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  100017. private _processSubCameras;
  100018. private _checkIntersections;
  100019. /** @hidden */
  100020. _advancePhysicsEngineStep(step: number): void;
  100021. /**
  100022. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  100023. */
  100024. getDeterministicFrameTime: () => number;
  100025. /** @hidden */
  100026. _animate(): void;
  100027. /** Execute all animations (for a frame) */
  100028. animate(): void;
  100029. /**
  100030. * Render the scene
  100031. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  100032. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  100033. */
  100034. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  100035. /**
  100036. * Freeze all materials
  100037. * A frozen material will not be updatable but should be faster to render
  100038. */
  100039. freezeMaterials(): void;
  100040. /**
  100041. * Unfreeze all materials
  100042. * A frozen material will not be updatable but should be faster to render
  100043. */
  100044. unfreezeMaterials(): void;
  100045. /**
  100046. * Releases all held ressources
  100047. */
  100048. dispose(): void;
  100049. /**
  100050. * Gets if the scene is already disposed
  100051. */
  100052. readonly isDisposed: boolean;
  100053. /**
  100054. * Call this function to reduce memory footprint of the scene.
  100055. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  100056. */
  100057. clearCachedVertexData(): void;
  100058. /**
  100059. * This function will remove the local cached buffer data from texture.
  100060. * It will save memory but will prevent the texture from being rebuilt
  100061. */
  100062. cleanCachedTextureBuffer(): void;
  100063. /**
  100064. * Get the world extend vectors with an optional filter
  100065. *
  100066. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  100067. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  100068. */
  100069. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  100070. min: Vector3;
  100071. max: Vector3;
  100072. };
  100073. /**
  100074. * Creates a ray that can be used to pick in the scene
  100075. * @param x defines the x coordinate of the origin (on-screen)
  100076. * @param y defines the y coordinate of the origin (on-screen)
  100077. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100078. * @param camera defines the camera to use for the picking
  100079. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100080. * @returns a Ray
  100081. */
  100082. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  100083. /**
  100084. * Creates a ray that can be used to pick in the scene
  100085. * @param x defines the x coordinate of the origin (on-screen)
  100086. * @param y defines the y coordinate of the origin (on-screen)
  100087. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100088. * @param result defines the ray where to store the picking ray
  100089. * @param camera defines the camera to use for the picking
  100090. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100091. * @returns the current scene
  100092. */
  100093. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  100094. /**
  100095. * Creates a ray that can be used to pick in the scene
  100096. * @param x defines the x coordinate of the origin (on-screen)
  100097. * @param y defines the y coordinate of the origin (on-screen)
  100098. * @param camera defines the camera to use for the picking
  100099. * @returns a Ray
  100100. */
  100101. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  100102. /**
  100103. * Creates a ray that can be used to pick in the scene
  100104. * @param x defines the x coordinate of the origin (on-screen)
  100105. * @param y defines the y coordinate of the origin (on-screen)
  100106. * @param result defines the ray where to store the picking ray
  100107. * @param camera defines the camera to use for the picking
  100108. * @returns the current scene
  100109. */
  100110. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  100111. /** Launch a ray to try to pick a mesh in the scene
  100112. * @param x position on screen
  100113. * @param y position on screen
  100114. * @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
  100115. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  100116. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100117. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100118. * @returns a PickingInfo
  100119. */
  100120. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100121. /** Use the given ray to pick a mesh in the scene
  100122. * @param ray The ray to use to pick meshes
  100123. * @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
  100124. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  100125. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100126. * @returns a PickingInfo
  100127. */
  100128. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100129. /**
  100130. * Launch a ray to try to pick a mesh in the scene
  100131. * @param x X position on screen
  100132. * @param y Y position on screen
  100133. * @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
  100134. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100135. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100136. * @returns an array of PickingInfo
  100137. */
  100138. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100139. /**
  100140. * Launch a ray to try to pick a mesh in the scene
  100141. * @param ray Ray to use
  100142. * @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
  100143. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100144. * @returns an array of PickingInfo
  100145. */
  100146. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100147. /**
  100148. * Force the value of meshUnderPointer
  100149. * @param mesh defines the mesh to use
  100150. */
  100151. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100152. /**
  100153. * Gets the mesh under the pointer
  100154. * @returns a Mesh or null if no mesh is under the pointer
  100155. */
  100156. getPointerOverMesh(): Nullable<AbstractMesh>;
  100157. /** @hidden */
  100158. _rebuildGeometries(): void;
  100159. /** @hidden */
  100160. _rebuildTextures(): void;
  100161. private _getByTags;
  100162. /**
  100163. * Get a list of meshes by tags
  100164. * @param tagsQuery defines the tags query to use
  100165. * @param forEach defines a predicate used to filter results
  100166. * @returns an array of Mesh
  100167. */
  100168. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  100169. /**
  100170. * Get a list of cameras by tags
  100171. * @param tagsQuery defines the tags query to use
  100172. * @param forEach defines a predicate used to filter results
  100173. * @returns an array of Camera
  100174. */
  100175. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  100176. /**
  100177. * Get a list of lights by tags
  100178. * @param tagsQuery defines the tags query to use
  100179. * @param forEach defines a predicate used to filter results
  100180. * @returns an array of Light
  100181. */
  100182. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100183. /**
  100184. * Get a list of materials by tags
  100185. * @param tagsQuery defines the tags query to use
  100186. * @param forEach defines a predicate used to filter results
  100187. * @returns an array of Material
  100188. */
  100189. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100190. /**
  100191. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100192. * This allowed control for front to back rendering or reversly depending of the special needs.
  100193. *
  100194. * @param renderingGroupId The rendering group id corresponding to its index
  100195. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100196. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100197. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100198. */
  100199. 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;
  100200. /**
  100201. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100202. *
  100203. * @param renderingGroupId The rendering group id corresponding to its index
  100204. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100205. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100206. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100207. */
  100208. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100209. /**
  100210. * Gets the current auto clear configuration for one rendering group of the rendering
  100211. * manager.
  100212. * @param index the rendering group index to get the information for
  100213. * @returns The auto clear setup for the requested rendering group
  100214. */
  100215. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100216. private _blockMaterialDirtyMechanism;
  100217. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100218. blockMaterialDirtyMechanism: boolean;
  100219. /**
  100220. * Will flag all materials as dirty to trigger new shader compilation
  100221. * @param flag defines the flag used to specify which material part must be marked as dirty
  100222. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100223. */
  100224. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100225. /** @hidden */
  100226. _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;
  100227. /** @hidden */
  100228. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100229. }
  100230. }
  100231. declare module BABYLON {
  100232. /**
  100233. * Set of assets to keep when moving a scene into an asset container.
  100234. */
  100235. export class KeepAssets extends AbstractScene {
  100236. }
  100237. /**
  100238. * Container with a set of assets that can be added or removed from a scene.
  100239. */
  100240. export class AssetContainer extends AbstractScene {
  100241. /**
  100242. * The scene the AssetContainer belongs to.
  100243. */
  100244. scene: Scene;
  100245. /**
  100246. * Instantiates an AssetContainer.
  100247. * @param scene The scene the AssetContainer belongs to.
  100248. */
  100249. constructor(scene: Scene);
  100250. /**
  100251. * Adds all the assets from the container to the scene.
  100252. */
  100253. addAllToScene(): void;
  100254. /**
  100255. * Removes all the assets in the container from the scene
  100256. */
  100257. removeAllFromScene(): void;
  100258. /**
  100259. * Disposes all the assets in the container
  100260. */
  100261. dispose(): void;
  100262. private _moveAssets;
  100263. /**
  100264. * Removes all the assets contained in the scene and adds them to the container.
  100265. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100266. */
  100267. moveAllFromScene(keepAssets?: KeepAssets): void;
  100268. /**
  100269. * 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.
  100270. * @returns the root mesh
  100271. */
  100272. createRootMesh(): Mesh;
  100273. }
  100274. }
  100275. declare module BABYLON {
  100276. /**
  100277. * Defines how the parser contract is defined.
  100278. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100279. */
  100280. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100281. /**
  100282. * Defines how the individual parser contract is defined.
  100283. * These parser can parse an individual asset
  100284. */
  100285. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100286. /**
  100287. * Base class of the scene acting as a container for the different elements composing a scene.
  100288. * This class is dynamically extended by the different components of the scene increasing
  100289. * flexibility and reducing coupling
  100290. */
  100291. export abstract class AbstractScene {
  100292. /**
  100293. * Stores the list of available parsers in the application.
  100294. */
  100295. private static _BabylonFileParsers;
  100296. /**
  100297. * Stores the list of available individual parsers in the application.
  100298. */
  100299. private static _IndividualBabylonFileParsers;
  100300. /**
  100301. * Adds a parser in the list of available ones
  100302. * @param name Defines the name of the parser
  100303. * @param parser Defines the parser to add
  100304. */
  100305. static AddParser(name: string, parser: BabylonFileParser): void;
  100306. /**
  100307. * Gets a general parser from the list of avaialble ones
  100308. * @param name Defines the name of the parser
  100309. * @returns the requested parser or null
  100310. */
  100311. static GetParser(name: string): Nullable<BabylonFileParser>;
  100312. /**
  100313. * Adds n individual parser in the list of available ones
  100314. * @param name Defines the name of the parser
  100315. * @param parser Defines the parser to add
  100316. */
  100317. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100318. /**
  100319. * Gets an individual parser from the list of avaialble ones
  100320. * @param name Defines the name of the parser
  100321. * @returns the requested parser or null
  100322. */
  100323. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100324. /**
  100325. * Parser json data and populate both a scene and its associated container object
  100326. * @param jsonData Defines the data to parse
  100327. * @param scene Defines the scene to parse the data for
  100328. * @param container Defines the container attached to the parsing sequence
  100329. * @param rootUrl Defines the root url of the data
  100330. */
  100331. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100332. /**
  100333. * Gets the list of root nodes (ie. nodes with no parent)
  100334. */
  100335. rootNodes: Node[];
  100336. /** All of the cameras added to this scene
  100337. * @see http://doc.babylonjs.com/babylon101/cameras
  100338. */
  100339. cameras: Camera[];
  100340. /**
  100341. * All of the lights added to this scene
  100342. * @see http://doc.babylonjs.com/babylon101/lights
  100343. */
  100344. lights: Light[];
  100345. /**
  100346. * All of the (abstract) meshes added to this scene
  100347. */
  100348. meshes: AbstractMesh[];
  100349. /**
  100350. * The list of skeletons added to the scene
  100351. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100352. */
  100353. skeletons: Skeleton[];
  100354. /**
  100355. * All of the particle systems added to this scene
  100356. * @see http://doc.babylonjs.com/babylon101/particles
  100357. */
  100358. particleSystems: IParticleSystem[];
  100359. /**
  100360. * Gets a list of Animations associated with the scene
  100361. */
  100362. animations: Animation[];
  100363. /**
  100364. * All of the animation groups added to this scene
  100365. * @see http://doc.babylonjs.com/how_to/group
  100366. */
  100367. animationGroups: AnimationGroup[];
  100368. /**
  100369. * All of the multi-materials added to this scene
  100370. * @see http://doc.babylonjs.com/how_to/multi_materials
  100371. */
  100372. multiMaterials: MultiMaterial[];
  100373. /**
  100374. * All of the materials added to this scene
  100375. * In the context of a Scene, it is not supposed to be modified manually.
  100376. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100377. * Note also that the order of the Material wihin the array is not significant and might change.
  100378. * @see http://doc.babylonjs.com/babylon101/materials
  100379. */
  100380. materials: Material[];
  100381. /**
  100382. * The list of morph target managers added to the scene
  100383. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100384. */
  100385. morphTargetManagers: MorphTargetManager[];
  100386. /**
  100387. * The list of geometries used in the scene.
  100388. */
  100389. geometries: Geometry[];
  100390. /**
  100391. * All of the tranform nodes added to this scene
  100392. * In the context of a Scene, it is not supposed to be modified manually.
  100393. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100394. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100395. * @see http://doc.babylonjs.com/how_to/transformnode
  100396. */
  100397. transformNodes: TransformNode[];
  100398. /**
  100399. * ActionManagers available on the scene.
  100400. */
  100401. actionManagers: AbstractActionManager[];
  100402. /**
  100403. * Textures to keep.
  100404. */
  100405. textures: BaseTexture[];
  100406. /**
  100407. * Environment texture for the scene
  100408. */
  100409. environmentTexture: Nullable<BaseTexture>;
  100410. }
  100411. }
  100412. declare module BABYLON {
  100413. /**
  100414. * Interface used to define options for Sound class
  100415. */
  100416. export interface ISoundOptions {
  100417. /**
  100418. * Does the sound autoplay once loaded.
  100419. */
  100420. autoplay?: boolean;
  100421. /**
  100422. * Does the sound loop after it finishes playing once.
  100423. */
  100424. loop?: boolean;
  100425. /**
  100426. * Sound's volume
  100427. */
  100428. volume?: number;
  100429. /**
  100430. * Is it a spatial sound?
  100431. */
  100432. spatialSound?: boolean;
  100433. /**
  100434. * Maximum distance to hear that sound
  100435. */
  100436. maxDistance?: number;
  100437. /**
  100438. * Uses user defined attenuation function
  100439. */
  100440. useCustomAttenuation?: boolean;
  100441. /**
  100442. * Define the roll off factor of spatial sounds.
  100443. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100444. */
  100445. rolloffFactor?: number;
  100446. /**
  100447. * Define the reference distance the sound should be heard perfectly.
  100448. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100449. */
  100450. refDistance?: number;
  100451. /**
  100452. * Define the distance attenuation model the sound will follow.
  100453. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100454. */
  100455. distanceModel?: string;
  100456. /**
  100457. * Defines the playback speed (1 by default)
  100458. */
  100459. playbackRate?: number;
  100460. /**
  100461. * Defines if the sound is from a streaming source
  100462. */
  100463. streaming?: boolean;
  100464. /**
  100465. * Defines an optional length (in seconds) inside the sound file
  100466. */
  100467. length?: number;
  100468. /**
  100469. * Defines an optional offset (in seconds) inside the sound file
  100470. */
  100471. offset?: number;
  100472. /**
  100473. * If true, URLs will not be required to state the audio file codec to use.
  100474. */
  100475. skipCodecCheck?: boolean;
  100476. }
  100477. /**
  100478. * Defines a sound that can be played in the application.
  100479. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100481. */
  100482. export class Sound {
  100483. /**
  100484. * The name of the sound in the scene.
  100485. */
  100486. name: string;
  100487. /**
  100488. * Does the sound autoplay once loaded.
  100489. */
  100490. autoplay: boolean;
  100491. /**
  100492. * Does the sound loop after it finishes playing once.
  100493. */
  100494. loop: boolean;
  100495. /**
  100496. * Does the sound use a custom attenuation curve to simulate the falloff
  100497. * happening when the source gets further away from the camera.
  100498. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100499. */
  100500. useCustomAttenuation: boolean;
  100501. /**
  100502. * The sound track id this sound belongs to.
  100503. */
  100504. soundTrackId: number;
  100505. /**
  100506. * Is this sound currently played.
  100507. */
  100508. isPlaying: boolean;
  100509. /**
  100510. * Is this sound currently paused.
  100511. */
  100512. isPaused: boolean;
  100513. /**
  100514. * Does this sound enables spatial sound.
  100515. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100516. */
  100517. spatialSound: boolean;
  100518. /**
  100519. * Define the reference distance the sound should be heard perfectly.
  100520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100521. */
  100522. refDistance: number;
  100523. /**
  100524. * Define the roll off factor of spatial sounds.
  100525. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100526. */
  100527. rolloffFactor: number;
  100528. /**
  100529. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100530. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100531. */
  100532. maxDistance: number;
  100533. /**
  100534. * Define the distance attenuation model the sound will follow.
  100535. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100536. */
  100537. distanceModel: string;
  100538. /**
  100539. * @hidden
  100540. * Back Compat
  100541. **/
  100542. onended: () => any;
  100543. /**
  100544. * Observable event when the current playing sound finishes.
  100545. */
  100546. onEndedObservable: Observable<Sound>;
  100547. private _panningModel;
  100548. private _playbackRate;
  100549. private _streaming;
  100550. private _startTime;
  100551. private _startOffset;
  100552. private _position;
  100553. /** @hidden */
  100554. _positionInEmitterSpace: boolean;
  100555. private _localDirection;
  100556. private _volume;
  100557. private _isReadyToPlay;
  100558. private _isDirectional;
  100559. private _readyToPlayCallback;
  100560. private _audioBuffer;
  100561. private _soundSource;
  100562. private _streamingSource;
  100563. private _soundPanner;
  100564. private _soundGain;
  100565. private _inputAudioNode;
  100566. private _outputAudioNode;
  100567. private _coneInnerAngle;
  100568. private _coneOuterAngle;
  100569. private _coneOuterGain;
  100570. private _scene;
  100571. private _connectedTransformNode;
  100572. private _customAttenuationFunction;
  100573. private _registerFunc;
  100574. private _isOutputConnected;
  100575. private _htmlAudioElement;
  100576. private _urlType;
  100577. private _length?;
  100578. private _offset?;
  100579. /** @hidden */
  100580. static _SceneComponentInitialization: (scene: Scene) => void;
  100581. /**
  100582. * Create a sound and attach it to a scene
  100583. * @param name Name of your sound
  100584. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100585. * @param scene defines the scene the sound belongs to
  100586. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100587. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100588. */
  100589. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100590. /**
  100591. * Release the sound and its associated resources
  100592. */
  100593. dispose(): void;
  100594. /**
  100595. * Gets if the sounds is ready to be played or not.
  100596. * @returns true if ready, otherwise false
  100597. */
  100598. isReady(): boolean;
  100599. private _soundLoaded;
  100600. /**
  100601. * Sets the data of the sound from an audiobuffer
  100602. * @param audioBuffer The audioBuffer containing the data
  100603. */
  100604. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100605. /**
  100606. * Updates the current sounds options such as maxdistance, loop...
  100607. * @param options A JSON object containing values named as the object properties
  100608. */
  100609. updateOptions(options: ISoundOptions): void;
  100610. private _createSpatialParameters;
  100611. private _updateSpatialParameters;
  100612. /**
  100613. * Switch the panning model to HRTF:
  100614. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100615. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100616. */
  100617. switchPanningModelToHRTF(): void;
  100618. /**
  100619. * Switch the panning model to Equal Power:
  100620. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100621. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100622. */
  100623. switchPanningModelToEqualPower(): void;
  100624. private _switchPanningModel;
  100625. /**
  100626. * Connect this sound to a sound track audio node like gain...
  100627. * @param soundTrackAudioNode the sound track audio node to connect to
  100628. */
  100629. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100630. /**
  100631. * Transform this sound into a directional source
  100632. * @param coneInnerAngle Size of the inner cone in degree
  100633. * @param coneOuterAngle Size of the outer cone in degree
  100634. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100635. */
  100636. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100637. /**
  100638. * Gets or sets the inner angle for the directional cone.
  100639. */
  100640. /**
  100641. * Gets or sets the inner angle for the directional cone.
  100642. */
  100643. directionalConeInnerAngle: number;
  100644. /**
  100645. * Gets or sets the outer angle for the directional cone.
  100646. */
  100647. /**
  100648. * Gets or sets the outer angle for the directional cone.
  100649. */
  100650. directionalConeOuterAngle: number;
  100651. /**
  100652. * Sets the position of the emitter if spatial sound is enabled
  100653. * @param newPosition Defines the new posisiton
  100654. */
  100655. setPosition(newPosition: Vector3): void;
  100656. /**
  100657. * Sets the local direction of the emitter if spatial sound is enabled
  100658. * @param newLocalDirection Defines the new local direction
  100659. */
  100660. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100661. private _updateDirection;
  100662. /** @hidden */
  100663. updateDistanceFromListener(): void;
  100664. /**
  100665. * Sets a new custom attenuation function for the sound.
  100666. * @param callback Defines the function used for the attenuation
  100667. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100668. */
  100669. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100670. /**
  100671. * Play the sound
  100672. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100673. * @param offset (optional) Start the sound at a specific time in seconds
  100674. * @param length (optional) Sound duration (in seconds)
  100675. */
  100676. play(time?: number, offset?: number, length?: number): void;
  100677. private _onended;
  100678. /**
  100679. * Stop the sound
  100680. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100681. */
  100682. stop(time?: number): void;
  100683. /**
  100684. * Put the sound in pause
  100685. */
  100686. pause(): void;
  100687. /**
  100688. * Sets a dedicated volume for this sounds
  100689. * @param newVolume Define the new volume of the sound
  100690. * @param time Define time for gradual change to new volume
  100691. */
  100692. setVolume(newVolume: number, time?: number): void;
  100693. /**
  100694. * Set the sound play back rate
  100695. * @param newPlaybackRate Define the playback rate the sound should be played at
  100696. */
  100697. setPlaybackRate(newPlaybackRate: number): void;
  100698. /**
  100699. * Gets the volume of the sound.
  100700. * @returns the volume of the sound
  100701. */
  100702. getVolume(): number;
  100703. /**
  100704. * Attach the sound to a dedicated mesh
  100705. * @param transformNode The transform node to connect the sound with
  100706. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100707. */
  100708. attachToMesh(transformNode: TransformNode): void;
  100709. /**
  100710. * Detach the sound from the previously attached mesh
  100711. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100712. */
  100713. detachFromMesh(): void;
  100714. private _onRegisterAfterWorldMatrixUpdate;
  100715. /**
  100716. * Clone the current sound in the scene.
  100717. * @returns the new sound clone
  100718. */
  100719. clone(): Nullable<Sound>;
  100720. /**
  100721. * Gets the current underlying audio buffer containing the data
  100722. * @returns the audio buffer
  100723. */
  100724. getAudioBuffer(): Nullable<AudioBuffer>;
  100725. /**
  100726. * Serializes the Sound in a JSON representation
  100727. * @returns the JSON representation of the sound
  100728. */
  100729. serialize(): any;
  100730. /**
  100731. * Parse a JSON representation of a sound to innstantiate in a given scene
  100732. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100733. * @param scene Define the scene the new parsed sound should be created in
  100734. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100735. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100736. * @returns the newly parsed sound
  100737. */
  100738. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100739. }
  100740. }
  100741. declare module BABYLON {
  100742. /**
  100743. * This defines an action helpful to play a defined sound on a triggered action.
  100744. */
  100745. export class PlaySoundAction extends Action {
  100746. private _sound;
  100747. /**
  100748. * Instantiate the action
  100749. * @param triggerOptions defines the trigger options
  100750. * @param sound defines the sound to play
  100751. * @param condition defines the trigger related conditions
  100752. */
  100753. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100754. /** @hidden */
  100755. _prepare(): void;
  100756. /**
  100757. * Execute the action and play the sound.
  100758. */
  100759. execute(): void;
  100760. /**
  100761. * Serializes the actions and its related information.
  100762. * @param parent defines the object to serialize in
  100763. * @returns the serialized object
  100764. */
  100765. serialize(parent: any): any;
  100766. }
  100767. /**
  100768. * This defines an action helpful to stop a defined sound on a triggered action.
  100769. */
  100770. export class StopSoundAction extends Action {
  100771. private _sound;
  100772. /**
  100773. * Instantiate the action
  100774. * @param triggerOptions defines the trigger options
  100775. * @param sound defines the sound to stop
  100776. * @param condition defines the trigger related conditions
  100777. */
  100778. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100779. /** @hidden */
  100780. _prepare(): void;
  100781. /**
  100782. * Execute the action and stop the sound.
  100783. */
  100784. execute(): void;
  100785. /**
  100786. * Serializes the actions and its related information.
  100787. * @param parent defines the object to serialize in
  100788. * @returns the serialized object
  100789. */
  100790. serialize(parent: any): any;
  100791. }
  100792. }
  100793. declare module BABYLON {
  100794. /**
  100795. * This defines an action responsible to change the value of a property
  100796. * by interpolating between its current value and the newly set one once triggered.
  100797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100798. */
  100799. export class InterpolateValueAction extends Action {
  100800. /**
  100801. * Defines the path of the property where the value should be interpolated
  100802. */
  100803. propertyPath: string;
  100804. /**
  100805. * Defines the target value at the end of the interpolation.
  100806. */
  100807. value: any;
  100808. /**
  100809. * Defines the time it will take for the property to interpolate to the value.
  100810. */
  100811. duration: number;
  100812. /**
  100813. * Defines if the other scene animations should be stopped when the action has been triggered
  100814. */
  100815. stopOtherAnimations?: boolean;
  100816. /**
  100817. * Defines a callback raised once the interpolation animation has been done.
  100818. */
  100819. onInterpolationDone?: () => void;
  100820. /**
  100821. * Observable triggered once the interpolation animation has been done.
  100822. */
  100823. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100824. private _target;
  100825. private _effectiveTarget;
  100826. private _property;
  100827. /**
  100828. * Instantiate the action
  100829. * @param triggerOptions defines the trigger options
  100830. * @param target defines the object containing the value to interpolate
  100831. * @param propertyPath defines the path to the property in the target object
  100832. * @param value defines the target value at the end of the interpolation
  100833. * @param duration deines the time it will take for the property to interpolate to the value.
  100834. * @param condition defines the trigger related conditions
  100835. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100836. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100837. */
  100838. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100839. /** @hidden */
  100840. _prepare(): void;
  100841. /**
  100842. * Execute the action starts the value interpolation.
  100843. */
  100844. execute(): void;
  100845. /**
  100846. * Serializes the actions and its related information.
  100847. * @param parent defines the object to serialize in
  100848. * @returns the serialized object
  100849. */
  100850. serialize(parent: any): any;
  100851. }
  100852. }
  100853. declare module BABYLON {
  100854. /**
  100855. * Options allowed during the creation of a sound track.
  100856. */
  100857. export interface ISoundTrackOptions {
  100858. /**
  100859. * The volume the sound track should take during creation
  100860. */
  100861. volume?: number;
  100862. /**
  100863. * Define if the sound track is the main sound track of the scene
  100864. */
  100865. mainTrack?: boolean;
  100866. }
  100867. /**
  100868. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100869. * It will be also used in a future release to apply effects on a specific track.
  100870. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100871. */
  100872. export class SoundTrack {
  100873. /**
  100874. * The unique identifier of the sound track in the scene.
  100875. */
  100876. id: number;
  100877. /**
  100878. * The list of sounds included in the sound track.
  100879. */
  100880. soundCollection: Array<Sound>;
  100881. private _outputAudioNode;
  100882. private _scene;
  100883. private _isMainTrack;
  100884. private _connectedAnalyser;
  100885. private _options;
  100886. private _isInitialized;
  100887. /**
  100888. * Creates a new sound track.
  100889. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100890. * @param scene Define the scene the sound track belongs to
  100891. * @param options
  100892. */
  100893. constructor(scene: Scene, options?: ISoundTrackOptions);
  100894. private _initializeSoundTrackAudioGraph;
  100895. /**
  100896. * Release the sound track and its associated resources
  100897. */
  100898. dispose(): void;
  100899. /**
  100900. * Adds a sound to this sound track
  100901. * @param sound define the cound to add
  100902. * @ignoreNaming
  100903. */
  100904. AddSound(sound: Sound): void;
  100905. /**
  100906. * Removes a sound to this sound track
  100907. * @param sound define the cound to remove
  100908. * @ignoreNaming
  100909. */
  100910. RemoveSound(sound: Sound): void;
  100911. /**
  100912. * Set a global volume for the full sound track.
  100913. * @param newVolume Define the new volume of the sound track
  100914. */
  100915. setVolume(newVolume: number): void;
  100916. /**
  100917. * Switch the panning model to HRTF:
  100918. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100919. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100920. */
  100921. switchPanningModelToHRTF(): void;
  100922. /**
  100923. * Switch the panning model to Equal Power:
  100924. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100926. */
  100927. switchPanningModelToEqualPower(): void;
  100928. /**
  100929. * Connect the sound track to an audio analyser allowing some amazing
  100930. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100931. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100932. * @param analyser The analyser to connect to the engine
  100933. */
  100934. connectToAnalyser(analyser: Analyser): void;
  100935. }
  100936. }
  100937. declare module BABYLON {
  100938. interface AbstractScene {
  100939. /**
  100940. * The list of sounds used in the scene.
  100941. */
  100942. sounds: Nullable<Array<Sound>>;
  100943. }
  100944. interface Scene {
  100945. /**
  100946. * @hidden
  100947. * Backing field
  100948. */
  100949. _mainSoundTrack: SoundTrack;
  100950. /**
  100951. * The main sound track played by the scene.
  100952. * It cotains your primary collection of sounds.
  100953. */
  100954. mainSoundTrack: SoundTrack;
  100955. /**
  100956. * The list of sound tracks added to the scene
  100957. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100958. */
  100959. soundTracks: Nullable<Array<SoundTrack>>;
  100960. /**
  100961. * Gets a sound using a given name
  100962. * @param name defines the name to search for
  100963. * @return the found sound or null if not found at all.
  100964. */
  100965. getSoundByName(name: string): Nullable<Sound>;
  100966. /**
  100967. * Gets or sets if audio support is enabled
  100968. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100969. */
  100970. audioEnabled: boolean;
  100971. /**
  100972. * Gets or sets if audio will be output to headphones
  100973. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100974. */
  100975. headphone: boolean;
  100976. /**
  100977. * Gets or sets custom audio listener position provider
  100978. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100979. */
  100980. audioListenerPositionProvider: Nullable<() => Vector3>;
  100981. }
  100982. /**
  100983. * Defines the sound scene component responsible to manage any sounds
  100984. * in a given scene.
  100985. */
  100986. export class AudioSceneComponent implements ISceneSerializableComponent {
  100987. /**
  100988. * The component name helpfull to identify the component in the list of scene components.
  100989. */
  100990. readonly name: string;
  100991. /**
  100992. * The scene the component belongs to.
  100993. */
  100994. scene: Scene;
  100995. private _audioEnabled;
  100996. /**
  100997. * Gets whether audio is enabled or not.
  100998. * Please use related enable/disable method to switch state.
  100999. */
  101000. readonly audioEnabled: boolean;
  101001. private _headphone;
  101002. /**
  101003. * Gets whether audio is outputing to headphone or not.
  101004. * Please use the according Switch methods to change output.
  101005. */
  101006. readonly headphone: boolean;
  101007. private _audioListenerPositionProvider;
  101008. /**
  101009. * Gets the current audio listener position provider
  101010. */
  101011. /**
  101012. * Sets a custom listener position for all sounds in the scene
  101013. * By default, this is the position of the first active camera
  101014. */
  101015. audioListenerPositionProvider: Nullable<() => Vector3>;
  101016. /**
  101017. * Creates a new instance of the component for the given scene
  101018. * @param scene Defines the scene to register the component in
  101019. */
  101020. constructor(scene: Scene);
  101021. /**
  101022. * Registers the component in a given scene
  101023. */
  101024. register(): void;
  101025. /**
  101026. * Rebuilds the elements related to this component in case of
  101027. * context lost for instance.
  101028. */
  101029. rebuild(): void;
  101030. /**
  101031. * Serializes the component data to the specified json object
  101032. * @param serializationObject The object to serialize to
  101033. */
  101034. serialize(serializationObject: any): void;
  101035. /**
  101036. * Adds all the elements from the container to the scene
  101037. * @param container the container holding the elements
  101038. */
  101039. addFromContainer(container: AbstractScene): void;
  101040. /**
  101041. * Removes all the elements in the container from the scene
  101042. * @param container contains the elements to remove
  101043. * @param dispose if the removed element should be disposed (default: false)
  101044. */
  101045. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  101046. /**
  101047. * Disposes the component and the associated ressources.
  101048. */
  101049. dispose(): void;
  101050. /**
  101051. * Disables audio in the associated scene.
  101052. */
  101053. disableAudio(): void;
  101054. /**
  101055. * Enables audio in the associated scene.
  101056. */
  101057. enableAudio(): void;
  101058. /**
  101059. * Switch audio to headphone output.
  101060. */
  101061. switchAudioModeForHeadphones(): void;
  101062. /**
  101063. * Switch audio to normal speakers.
  101064. */
  101065. switchAudioModeForNormalSpeakers(): void;
  101066. private _afterRender;
  101067. }
  101068. }
  101069. declare module BABYLON {
  101070. /**
  101071. * Wraps one or more Sound objects and selects one with random weight for playback.
  101072. */
  101073. export class WeightedSound {
  101074. /** When true a Sound will be selected and played when the current playing Sound completes. */
  101075. loop: boolean;
  101076. private _coneInnerAngle;
  101077. private _coneOuterAngle;
  101078. private _volume;
  101079. /** A Sound is currently playing. */
  101080. isPlaying: boolean;
  101081. /** A Sound is currently paused. */
  101082. isPaused: boolean;
  101083. private _sounds;
  101084. private _weights;
  101085. private _currentIndex?;
  101086. /**
  101087. * Creates a new WeightedSound from the list of sounds given.
  101088. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  101089. * @param sounds Array of Sounds that will be selected from.
  101090. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  101091. */
  101092. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  101093. /**
  101094. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  101095. */
  101096. /**
  101097. * The size of cone in degress for a directional sound in which there will be no attenuation.
  101098. */
  101099. directionalConeInnerAngle: number;
  101100. /**
  101101. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101102. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101103. */
  101104. /**
  101105. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101106. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101107. */
  101108. directionalConeOuterAngle: number;
  101109. /**
  101110. * Playback volume.
  101111. */
  101112. /**
  101113. * Playback volume.
  101114. */
  101115. volume: number;
  101116. private _onended;
  101117. /**
  101118. * Suspend playback
  101119. */
  101120. pause(): void;
  101121. /**
  101122. * Stop playback
  101123. */
  101124. stop(): void;
  101125. /**
  101126. * Start playback.
  101127. * @param startOffset Position the clip head at a specific time in seconds.
  101128. */
  101129. play(startOffset?: number): void;
  101130. }
  101131. }
  101132. declare module BABYLON {
  101133. /**
  101134. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  101135. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101136. */
  101137. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  101138. /**
  101139. * Gets the name of the behavior.
  101140. */
  101141. readonly name: string;
  101142. /**
  101143. * The easing function used by animations
  101144. */
  101145. static EasingFunction: BackEase;
  101146. /**
  101147. * The easing mode used by animations
  101148. */
  101149. static EasingMode: number;
  101150. /**
  101151. * The duration of the animation, in milliseconds
  101152. */
  101153. transitionDuration: number;
  101154. /**
  101155. * Length of the distance animated by the transition when lower radius is reached
  101156. */
  101157. lowerRadiusTransitionRange: number;
  101158. /**
  101159. * Length of the distance animated by the transition when upper radius is reached
  101160. */
  101161. upperRadiusTransitionRange: number;
  101162. private _autoTransitionRange;
  101163. /**
  101164. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101165. */
  101166. /**
  101167. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101168. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  101169. */
  101170. autoTransitionRange: boolean;
  101171. private _attachedCamera;
  101172. private _onAfterCheckInputsObserver;
  101173. private _onMeshTargetChangedObserver;
  101174. /**
  101175. * Initializes the behavior.
  101176. */
  101177. init(): void;
  101178. /**
  101179. * Attaches the behavior to its arc rotate camera.
  101180. * @param camera Defines the camera to attach the behavior to
  101181. */
  101182. attach(camera: ArcRotateCamera): void;
  101183. /**
  101184. * Detaches the behavior from its current arc rotate camera.
  101185. */
  101186. detach(): void;
  101187. private _radiusIsAnimating;
  101188. private _radiusBounceTransition;
  101189. private _animatables;
  101190. private _cachedWheelPrecision;
  101191. /**
  101192. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101193. * @param radiusLimit The limit to check against.
  101194. * @return Bool to indicate if at limit.
  101195. */
  101196. private _isRadiusAtLimit;
  101197. /**
  101198. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101199. * @param radiusDelta The delta by which to animate to. Can be negative.
  101200. */
  101201. private _applyBoundRadiusAnimation;
  101202. /**
  101203. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101204. */
  101205. protected _clearAnimationLocks(): void;
  101206. /**
  101207. * Stops and removes all animations that have been applied to the camera
  101208. */
  101209. stopAllAnimations(): void;
  101210. }
  101211. }
  101212. declare module BABYLON {
  101213. /**
  101214. * 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.
  101215. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101216. */
  101217. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101218. /**
  101219. * Gets the name of the behavior.
  101220. */
  101221. readonly name: string;
  101222. private _mode;
  101223. private _radiusScale;
  101224. private _positionScale;
  101225. private _defaultElevation;
  101226. private _elevationReturnTime;
  101227. private _elevationReturnWaitTime;
  101228. private _zoomStopsAnimation;
  101229. private _framingTime;
  101230. /**
  101231. * The easing function used by animations
  101232. */
  101233. static EasingFunction: ExponentialEase;
  101234. /**
  101235. * The easing mode used by animations
  101236. */
  101237. static EasingMode: number;
  101238. /**
  101239. * Sets the current mode used by the behavior
  101240. */
  101241. /**
  101242. * Gets current mode used by the behavior.
  101243. */
  101244. mode: number;
  101245. /**
  101246. * Sets the scale applied to the radius (1 by default)
  101247. */
  101248. /**
  101249. * Gets the scale applied to the radius
  101250. */
  101251. radiusScale: number;
  101252. /**
  101253. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101254. */
  101255. /**
  101256. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101257. */
  101258. positionScale: number;
  101259. /**
  101260. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101261. * behaviour is triggered, in radians.
  101262. */
  101263. /**
  101264. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101265. * behaviour is triggered, in radians.
  101266. */
  101267. defaultElevation: number;
  101268. /**
  101269. * Sets the time (in milliseconds) taken to return to the default beta position.
  101270. * Negative value indicates camera should not return to default.
  101271. */
  101272. /**
  101273. * Gets the time (in milliseconds) taken to return to the default beta position.
  101274. * Negative value indicates camera should not return to default.
  101275. */
  101276. elevationReturnTime: number;
  101277. /**
  101278. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101279. */
  101280. /**
  101281. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101282. */
  101283. elevationReturnWaitTime: number;
  101284. /**
  101285. * Sets the flag that indicates if user zooming should stop animation.
  101286. */
  101287. /**
  101288. * Gets the flag that indicates if user zooming should stop animation.
  101289. */
  101290. zoomStopsAnimation: boolean;
  101291. /**
  101292. * Sets the transition time when framing the mesh, in milliseconds
  101293. */
  101294. /**
  101295. * Gets the transition time when framing the mesh, in milliseconds
  101296. */
  101297. framingTime: number;
  101298. /**
  101299. * Define if the behavior should automatically change the configured
  101300. * camera limits and sensibilities.
  101301. */
  101302. autoCorrectCameraLimitsAndSensibility: boolean;
  101303. private _onPrePointerObservableObserver;
  101304. private _onAfterCheckInputsObserver;
  101305. private _onMeshTargetChangedObserver;
  101306. private _attachedCamera;
  101307. private _isPointerDown;
  101308. private _lastInteractionTime;
  101309. /**
  101310. * Initializes the behavior.
  101311. */
  101312. init(): void;
  101313. /**
  101314. * Attaches the behavior to its arc rotate camera.
  101315. * @param camera Defines the camera to attach the behavior to
  101316. */
  101317. attach(camera: ArcRotateCamera): void;
  101318. /**
  101319. * Detaches the behavior from its current arc rotate camera.
  101320. */
  101321. detach(): void;
  101322. private _animatables;
  101323. private _betaIsAnimating;
  101324. private _betaTransition;
  101325. private _radiusTransition;
  101326. private _vectorTransition;
  101327. /**
  101328. * Targets the given mesh and updates zoom level accordingly.
  101329. * @param mesh The mesh to target.
  101330. * @param radius Optional. If a cached radius position already exists, overrides default.
  101331. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101332. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101333. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101334. */
  101335. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101336. /**
  101337. * Targets the given mesh with its children and updates zoom level accordingly.
  101338. * @param mesh The mesh to target.
  101339. * @param radius Optional. If a cached radius position already exists, overrides default.
  101340. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101341. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101342. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101343. */
  101344. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101345. /**
  101346. * Targets the given meshes with their children and updates zoom level accordingly.
  101347. * @param meshes The mesh to target.
  101348. * @param radius Optional. If a cached radius position already exists, overrides default.
  101349. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101350. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101351. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101352. */
  101353. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101354. /**
  101355. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101356. * @param minimumWorld Determines the smaller position of the bounding box extend
  101357. * @param maximumWorld Determines the bigger position of the bounding box extend
  101358. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101359. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101360. */
  101361. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101362. /**
  101363. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101364. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101365. * frustum width.
  101366. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101367. * to fully enclose the mesh in the viewing frustum.
  101368. */
  101369. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101370. /**
  101371. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101372. * is automatically returned to its default position (expected to be above ground plane).
  101373. */
  101374. private _maintainCameraAboveGround;
  101375. /**
  101376. * Returns the frustum slope based on the canvas ratio and camera FOV
  101377. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101378. */
  101379. private _getFrustumSlope;
  101380. /**
  101381. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101382. */
  101383. private _clearAnimationLocks;
  101384. /**
  101385. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101386. */
  101387. private _applyUserInteraction;
  101388. /**
  101389. * Stops and removes all animations that have been applied to the camera
  101390. */
  101391. stopAllAnimations(): void;
  101392. /**
  101393. * Gets a value indicating if the user is moving the camera
  101394. */
  101395. readonly isUserIsMoving: boolean;
  101396. /**
  101397. * The camera can move all the way towards the mesh.
  101398. */
  101399. static IgnoreBoundsSizeMode: number;
  101400. /**
  101401. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101402. */
  101403. static FitFrustumSidesMode: number;
  101404. }
  101405. }
  101406. declare module BABYLON {
  101407. /**
  101408. * Base class for Camera Pointer Inputs.
  101409. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101410. * for example usage.
  101411. */
  101412. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101413. /**
  101414. * Defines the camera the input is attached to.
  101415. */
  101416. abstract camera: Camera;
  101417. /**
  101418. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101419. */
  101420. protected _altKey: boolean;
  101421. protected _ctrlKey: boolean;
  101422. protected _metaKey: boolean;
  101423. protected _shiftKey: boolean;
  101424. /**
  101425. * Which mouse buttons were pressed at time of last mouse event.
  101426. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101427. */
  101428. protected _buttonsPressed: number;
  101429. /**
  101430. * Defines the buttons associated with the input to handle camera move.
  101431. */
  101432. buttons: number[];
  101433. /**
  101434. * Attach the input controls to a specific dom element to get the input from.
  101435. * @param element Defines the element the controls should be listened from
  101436. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101437. */
  101438. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101439. /**
  101440. * Detach the current controls from the specified dom element.
  101441. * @param element Defines the element to stop listening the inputs from
  101442. */
  101443. detachControl(element: Nullable<HTMLElement>): void;
  101444. /**
  101445. * Gets the class name of the current input.
  101446. * @returns the class name
  101447. */
  101448. getClassName(): string;
  101449. /**
  101450. * Get the friendly name associated with the input class.
  101451. * @returns the input friendly name
  101452. */
  101453. getSimpleName(): string;
  101454. /**
  101455. * Called on pointer POINTERDOUBLETAP event.
  101456. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101457. */
  101458. protected onDoubleTap(type: string): void;
  101459. /**
  101460. * Called on pointer POINTERMOVE event if only a single touch is active.
  101461. * Override this method to provide functionality.
  101462. */
  101463. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101464. /**
  101465. * Called on pointer POINTERMOVE event if multiple touches are active.
  101466. * Override this method to provide functionality.
  101467. */
  101468. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101469. /**
  101470. * Called on JS contextmenu event.
  101471. * Override this method to provide functionality.
  101472. */
  101473. protected onContextMenu(evt: PointerEvent): void;
  101474. /**
  101475. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101476. * press.
  101477. * Override this method to provide functionality.
  101478. */
  101479. protected onButtonDown(evt: PointerEvent): void;
  101480. /**
  101481. * Called each time a new POINTERUP event occurs. Ie, for each button
  101482. * release.
  101483. * Override this method to provide functionality.
  101484. */
  101485. protected onButtonUp(evt: PointerEvent): void;
  101486. /**
  101487. * Called when window becomes inactive.
  101488. * Override this method to provide functionality.
  101489. */
  101490. protected onLostFocus(): void;
  101491. private _pointerInput;
  101492. private _observer;
  101493. private _onLostFocus;
  101494. private pointA;
  101495. private pointB;
  101496. }
  101497. }
  101498. declare module BABYLON {
  101499. /**
  101500. * Manage the pointers inputs to control an arc rotate camera.
  101501. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101502. */
  101503. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101504. /**
  101505. * Defines the camera the input is attached to.
  101506. */
  101507. camera: ArcRotateCamera;
  101508. /**
  101509. * Gets the class name of the current input.
  101510. * @returns the class name
  101511. */
  101512. getClassName(): string;
  101513. /**
  101514. * Defines the buttons associated with the input to handle camera move.
  101515. */
  101516. buttons: number[];
  101517. /**
  101518. * Defines the pointer angular sensibility along the X axis or how fast is
  101519. * the camera rotating.
  101520. */
  101521. angularSensibilityX: number;
  101522. /**
  101523. * Defines the pointer angular sensibility along the Y axis or how fast is
  101524. * the camera rotating.
  101525. */
  101526. angularSensibilityY: number;
  101527. /**
  101528. * Defines the pointer pinch precision or how fast is the camera zooming.
  101529. */
  101530. pinchPrecision: number;
  101531. /**
  101532. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101533. * from 0.
  101534. * It defines the percentage of current camera.radius to use as delta when
  101535. * pinch zoom is used.
  101536. */
  101537. pinchDeltaPercentage: number;
  101538. /**
  101539. * Defines the pointer panning sensibility or how fast is the camera moving.
  101540. */
  101541. panningSensibility: number;
  101542. /**
  101543. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101544. */
  101545. multiTouchPanning: boolean;
  101546. /**
  101547. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101548. * zoom (pinch) through multitouch.
  101549. */
  101550. multiTouchPanAndZoom: boolean;
  101551. /**
  101552. * Revers pinch action direction.
  101553. */
  101554. pinchInwards: boolean;
  101555. private _isPanClick;
  101556. private _twoFingerActivityCount;
  101557. private _isPinching;
  101558. /**
  101559. * Called on pointer POINTERMOVE event if only a single touch is active.
  101560. */
  101561. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101562. /**
  101563. * Called on pointer POINTERDOUBLETAP event.
  101564. */
  101565. protected onDoubleTap(type: string): void;
  101566. /**
  101567. * Called on pointer POINTERMOVE event if multiple touches are active.
  101568. */
  101569. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101570. /**
  101571. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101572. * press.
  101573. */
  101574. protected onButtonDown(evt: PointerEvent): void;
  101575. /**
  101576. * Called each time a new POINTERUP event occurs. Ie, for each button
  101577. * release.
  101578. */
  101579. protected onButtonUp(evt: PointerEvent): void;
  101580. /**
  101581. * Called when window becomes inactive.
  101582. */
  101583. protected onLostFocus(): void;
  101584. }
  101585. }
  101586. declare module BABYLON {
  101587. /**
  101588. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101589. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101590. */
  101591. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101592. /**
  101593. * Defines the camera the input is attached to.
  101594. */
  101595. camera: ArcRotateCamera;
  101596. /**
  101597. * Defines the list of key codes associated with the up action (increase alpha)
  101598. */
  101599. keysUp: number[];
  101600. /**
  101601. * Defines the list of key codes associated with the down action (decrease alpha)
  101602. */
  101603. keysDown: number[];
  101604. /**
  101605. * Defines the list of key codes associated with the left action (increase beta)
  101606. */
  101607. keysLeft: number[];
  101608. /**
  101609. * Defines the list of key codes associated with the right action (decrease beta)
  101610. */
  101611. keysRight: number[];
  101612. /**
  101613. * Defines the list of key codes associated with the reset action.
  101614. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101615. */
  101616. keysReset: number[];
  101617. /**
  101618. * Defines the panning sensibility of the inputs.
  101619. * (How fast is the camera paning)
  101620. */
  101621. panningSensibility: number;
  101622. /**
  101623. * Defines the zooming sensibility of the inputs.
  101624. * (How fast is the camera zooming)
  101625. */
  101626. zoomingSensibility: number;
  101627. /**
  101628. * Defines wether maintaining the alt key down switch the movement mode from
  101629. * orientation to zoom.
  101630. */
  101631. useAltToZoom: boolean;
  101632. /**
  101633. * Rotation speed of the camera
  101634. */
  101635. angularSpeed: number;
  101636. private _keys;
  101637. private _ctrlPressed;
  101638. private _altPressed;
  101639. private _onCanvasBlurObserver;
  101640. private _onKeyboardObserver;
  101641. private _engine;
  101642. private _scene;
  101643. /**
  101644. * Attach the input controls to a specific dom element to get the input from.
  101645. * @param element Defines the element the controls should be listened from
  101646. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101647. */
  101648. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101649. /**
  101650. * Detach the current controls from the specified dom element.
  101651. * @param element Defines the element to stop listening the inputs from
  101652. */
  101653. detachControl(element: Nullable<HTMLElement>): void;
  101654. /**
  101655. * Update the current camera state depending on the inputs that have been used this frame.
  101656. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101657. */
  101658. checkInputs(): void;
  101659. /**
  101660. * Gets the class name of the current intput.
  101661. * @returns the class name
  101662. */
  101663. getClassName(): string;
  101664. /**
  101665. * Get the friendly name associated with the input class.
  101666. * @returns the input friendly name
  101667. */
  101668. getSimpleName(): string;
  101669. }
  101670. }
  101671. declare module BABYLON {
  101672. /**
  101673. * Manage the mouse wheel inputs to control an arc rotate camera.
  101674. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101675. */
  101676. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101677. /**
  101678. * Defines the camera the input is attached to.
  101679. */
  101680. camera: ArcRotateCamera;
  101681. /**
  101682. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101683. */
  101684. wheelPrecision: number;
  101685. /**
  101686. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101687. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101688. */
  101689. wheelDeltaPercentage: number;
  101690. private _wheel;
  101691. private _observer;
  101692. private computeDeltaFromMouseWheelLegacyEvent;
  101693. /**
  101694. * Attach the input controls to a specific dom element to get the input from.
  101695. * @param element Defines the element the controls should be listened from
  101696. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101697. */
  101698. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101699. /**
  101700. * Detach the current controls from the specified dom element.
  101701. * @param element Defines the element to stop listening the inputs from
  101702. */
  101703. detachControl(element: Nullable<HTMLElement>): void;
  101704. /**
  101705. * Gets the class name of the current intput.
  101706. * @returns the class name
  101707. */
  101708. getClassName(): string;
  101709. /**
  101710. * Get the friendly name associated with the input class.
  101711. * @returns the input friendly name
  101712. */
  101713. getSimpleName(): string;
  101714. }
  101715. }
  101716. declare module BABYLON {
  101717. /**
  101718. * Default Inputs manager for the ArcRotateCamera.
  101719. * It groups all the default supported inputs for ease of use.
  101720. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101721. */
  101722. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101723. /**
  101724. * Instantiates a new ArcRotateCameraInputsManager.
  101725. * @param camera Defines the camera the inputs belong to
  101726. */
  101727. constructor(camera: ArcRotateCamera);
  101728. /**
  101729. * Add mouse wheel input support to the input manager.
  101730. * @returns the current input manager
  101731. */
  101732. addMouseWheel(): ArcRotateCameraInputsManager;
  101733. /**
  101734. * Add pointers input support to the input manager.
  101735. * @returns the current input manager
  101736. */
  101737. addPointers(): ArcRotateCameraInputsManager;
  101738. /**
  101739. * Add keyboard input support to the input manager.
  101740. * @returns the current input manager
  101741. */
  101742. addKeyboard(): ArcRotateCameraInputsManager;
  101743. }
  101744. }
  101745. declare module BABYLON {
  101746. /**
  101747. * This represents an orbital type of camera.
  101748. *
  101749. * 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.
  101750. * 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.
  101751. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101752. */
  101753. export class ArcRotateCamera extends TargetCamera {
  101754. /**
  101755. * Defines the rotation angle of the camera along the longitudinal axis.
  101756. */
  101757. alpha: number;
  101758. /**
  101759. * Defines the rotation angle of the camera along the latitudinal axis.
  101760. */
  101761. beta: number;
  101762. /**
  101763. * Defines the radius of the camera from it s target point.
  101764. */
  101765. radius: number;
  101766. protected _target: Vector3;
  101767. protected _targetHost: Nullable<AbstractMesh>;
  101768. /**
  101769. * Defines the target point of the camera.
  101770. * The camera looks towards it form the radius distance.
  101771. */
  101772. target: Vector3;
  101773. /**
  101774. * Define the current local position of the camera in the scene
  101775. */
  101776. position: Vector3;
  101777. protected _upVector: Vector3;
  101778. protected _upToYMatrix: Matrix;
  101779. protected _YToUpMatrix: Matrix;
  101780. /**
  101781. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101782. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101783. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101784. */
  101785. upVector: Vector3;
  101786. /**
  101787. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101788. */
  101789. setMatUp(): void;
  101790. /**
  101791. * Current inertia value on the longitudinal axis.
  101792. * The bigger this number the longer it will take for the camera to stop.
  101793. */
  101794. inertialAlphaOffset: number;
  101795. /**
  101796. * Current inertia value on the latitudinal axis.
  101797. * The bigger this number the longer it will take for the camera to stop.
  101798. */
  101799. inertialBetaOffset: number;
  101800. /**
  101801. * Current inertia value on the radius axis.
  101802. * The bigger this number the longer it will take for the camera to stop.
  101803. */
  101804. inertialRadiusOffset: number;
  101805. /**
  101806. * Minimum allowed angle on the longitudinal axis.
  101807. * This can help limiting how the Camera is able to move in the scene.
  101808. */
  101809. lowerAlphaLimit: Nullable<number>;
  101810. /**
  101811. * Maximum allowed angle on the longitudinal axis.
  101812. * This can help limiting how the Camera is able to move in the scene.
  101813. */
  101814. upperAlphaLimit: Nullable<number>;
  101815. /**
  101816. * Minimum allowed angle on the latitudinal axis.
  101817. * This can help limiting how the Camera is able to move in the scene.
  101818. */
  101819. lowerBetaLimit: number;
  101820. /**
  101821. * Maximum allowed angle on the latitudinal axis.
  101822. * This can help limiting how the Camera is able to move in the scene.
  101823. */
  101824. upperBetaLimit: number;
  101825. /**
  101826. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101827. * This can help limiting how the Camera is able to move in the scene.
  101828. */
  101829. lowerRadiusLimit: Nullable<number>;
  101830. /**
  101831. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101832. * This can help limiting how the Camera is able to move in the scene.
  101833. */
  101834. upperRadiusLimit: Nullable<number>;
  101835. /**
  101836. * Defines the current inertia value used during panning of the camera along the X axis.
  101837. */
  101838. inertialPanningX: number;
  101839. /**
  101840. * Defines the current inertia value used during panning of the camera along the Y axis.
  101841. */
  101842. inertialPanningY: number;
  101843. /**
  101844. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101845. * Basically if your fingers moves away from more than this distance you will be considered
  101846. * in pinch mode.
  101847. */
  101848. pinchToPanMaxDistance: number;
  101849. /**
  101850. * Defines the maximum distance the camera can pan.
  101851. * This could help keeping the cammera always in your scene.
  101852. */
  101853. panningDistanceLimit: Nullable<number>;
  101854. /**
  101855. * Defines the target of the camera before paning.
  101856. */
  101857. panningOriginTarget: Vector3;
  101858. /**
  101859. * Defines the value of the inertia used during panning.
  101860. * 0 would mean stop inertia and one would mean no decelleration at all.
  101861. */
  101862. panningInertia: number;
  101863. /**
  101864. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101865. */
  101866. angularSensibilityX: number;
  101867. /**
  101868. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101869. */
  101870. angularSensibilityY: number;
  101871. /**
  101872. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101873. */
  101874. pinchPrecision: number;
  101875. /**
  101876. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101877. * It will be used instead of pinchDeltaPrecision if different from 0.
  101878. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101879. */
  101880. pinchDeltaPercentage: number;
  101881. /**
  101882. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101883. */
  101884. panningSensibility: number;
  101885. /**
  101886. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101887. */
  101888. keysUp: number[];
  101889. /**
  101890. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101891. */
  101892. keysDown: number[];
  101893. /**
  101894. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101895. */
  101896. keysLeft: number[];
  101897. /**
  101898. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101899. */
  101900. keysRight: number[];
  101901. /**
  101902. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101903. */
  101904. wheelPrecision: number;
  101905. /**
  101906. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101907. * It will be used instead of pinchDeltaPrecision if different from 0.
  101908. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101909. */
  101910. wheelDeltaPercentage: number;
  101911. /**
  101912. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101913. */
  101914. zoomOnFactor: number;
  101915. /**
  101916. * Defines a screen offset for the camera position.
  101917. */
  101918. targetScreenOffset: Vector2;
  101919. /**
  101920. * Allows the camera to be completely reversed.
  101921. * If false the camera can not arrive upside down.
  101922. */
  101923. allowUpsideDown: boolean;
  101924. /**
  101925. * Define if double tap/click is used to restore the previously saved state of the camera.
  101926. */
  101927. useInputToRestoreState: boolean;
  101928. /** @hidden */
  101929. _viewMatrix: Matrix;
  101930. /** @hidden */
  101931. _useCtrlForPanning: boolean;
  101932. /** @hidden */
  101933. _panningMouseButton: number;
  101934. /**
  101935. * Defines the input associated to the camera.
  101936. */
  101937. inputs: ArcRotateCameraInputsManager;
  101938. /** @hidden */
  101939. _reset: () => void;
  101940. /**
  101941. * Defines the allowed panning axis.
  101942. */
  101943. panningAxis: Vector3;
  101944. protected _localDirection: Vector3;
  101945. protected _transformedDirection: Vector3;
  101946. private _bouncingBehavior;
  101947. /**
  101948. * Gets the bouncing behavior of the camera if it has been enabled.
  101949. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101950. */
  101951. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101952. /**
  101953. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101954. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101955. */
  101956. useBouncingBehavior: boolean;
  101957. private _framingBehavior;
  101958. /**
  101959. * Gets the framing behavior of the camera if it has been enabled.
  101960. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101961. */
  101962. readonly framingBehavior: Nullable<FramingBehavior>;
  101963. /**
  101964. * Defines if the framing behavior of the camera is enabled on the camera.
  101965. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101966. */
  101967. useFramingBehavior: boolean;
  101968. private _autoRotationBehavior;
  101969. /**
  101970. * Gets the auto rotation behavior of the camera if it has been enabled.
  101971. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101972. */
  101973. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101974. /**
  101975. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101976. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101977. */
  101978. useAutoRotationBehavior: boolean;
  101979. /**
  101980. * Observable triggered when the mesh target has been changed on the camera.
  101981. */
  101982. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101983. /**
  101984. * Event raised when the camera is colliding with a mesh.
  101985. */
  101986. onCollide: (collidedMesh: AbstractMesh) => void;
  101987. /**
  101988. * Defines whether the camera should check collision with the objects oh the scene.
  101989. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101990. */
  101991. checkCollisions: boolean;
  101992. /**
  101993. * Defines the collision radius of the camera.
  101994. * This simulates a sphere around the camera.
  101995. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101996. */
  101997. collisionRadius: Vector3;
  101998. protected _collider: Collider;
  101999. protected _previousPosition: Vector3;
  102000. protected _collisionVelocity: Vector3;
  102001. protected _newPosition: Vector3;
  102002. protected _previousAlpha: number;
  102003. protected _previousBeta: number;
  102004. protected _previousRadius: number;
  102005. protected _collisionTriggered: boolean;
  102006. protected _targetBoundingCenter: Nullable<Vector3>;
  102007. private _computationVector;
  102008. /**
  102009. * Instantiates a new ArcRotateCamera in a given scene
  102010. * @param name Defines the name of the camera
  102011. * @param alpha Defines the camera rotation along the logitudinal axis
  102012. * @param beta Defines the camera rotation along the latitudinal axis
  102013. * @param radius Defines the camera distance from its target
  102014. * @param target Defines the camera target
  102015. * @param scene Defines the scene the camera belongs to
  102016. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  102017. */
  102018. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102019. /** @hidden */
  102020. _initCache(): void;
  102021. /** @hidden */
  102022. _updateCache(ignoreParentClass?: boolean): void;
  102023. protected _getTargetPosition(): Vector3;
  102024. private _storedAlpha;
  102025. private _storedBeta;
  102026. private _storedRadius;
  102027. private _storedTarget;
  102028. private _storedTargetScreenOffset;
  102029. /**
  102030. * Stores the current state of the camera (alpha, beta, radius and target)
  102031. * @returns the camera itself
  102032. */
  102033. storeState(): Camera;
  102034. /**
  102035. * @hidden
  102036. * Restored camera state. You must call storeState() first
  102037. */
  102038. _restoreStateValues(): boolean;
  102039. /** @hidden */
  102040. _isSynchronizedViewMatrix(): boolean;
  102041. /**
  102042. * Attached controls to the current camera.
  102043. * @param element Defines the element the controls should be listened from
  102044. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102045. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  102046. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  102047. */
  102048. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  102049. /**
  102050. * Detach the current controls from the camera.
  102051. * The camera will stop reacting to inputs.
  102052. * @param element Defines the element to stop listening the inputs from
  102053. */
  102054. detachControl(element: HTMLElement): void;
  102055. /** @hidden */
  102056. _checkInputs(): void;
  102057. protected _checkLimits(): void;
  102058. /**
  102059. * Rebuilds angles (alpha, beta) and radius from the give position and target
  102060. */
  102061. rebuildAnglesAndRadius(): void;
  102062. /**
  102063. * Use a position to define the current camera related information like aplha, beta and radius
  102064. * @param position Defines the position to set the camera at
  102065. */
  102066. setPosition(position: Vector3): void;
  102067. /**
  102068. * Defines the target the camera should look at.
  102069. * This will automatically adapt alpha beta and radius to fit within the new target.
  102070. * @param target Defines the new target as a Vector or a mesh
  102071. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  102072. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  102073. */
  102074. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  102075. /** @hidden */
  102076. _getViewMatrix(): Matrix;
  102077. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  102078. /**
  102079. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  102080. * @param meshes Defines the mesh to zoom on
  102081. * @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)
  102082. */
  102083. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  102084. /**
  102085. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  102086. * The target will be changed but the radius
  102087. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  102088. * @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)
  102089. */
  102090. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  102091. min: Vector3;
  102092. max: Vector3;
  102093. distance: number;
  102094. }, doNotUpdateMaxZ?: boolean): void;
  102095. /**
  102096. * @override
  102097. * Override Camera.createRigCamera
  102098. */
  102099. createRigCamera(name: string, cameraIndex: number): Camera;
  102100. /**
  102101. * @hidden
  102102. * @override
  102103. * Override Camera._updateRigCameras
  102104. */
  102105. _updateRigCameras(): void;
  102106. /**
  102107. * Destroy the camera and release the current resources hold by it.
  102108. */
  102109. dispose(): void;
  102110. /**
  102111. * Gets the current object class name.
  102112. * @return the class name
  102113. */
  102114. getClassName(): string;
  102115. }
  102116. }
  102117. declare module BABYLON {
  102118. /**
  102119. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  102120. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102121. */
  102122. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  102123. /**
  102124. * Gets the name of the behavior.
  102125. */
  102126. readonly name: string;
  102127. private _zoomStopsAnimation;
  102128. private _idleRotationSpeed;
  102129. private _idleRotationWaitTime;
  102130. private _idleRotationSpinupTime;
  102131. /**
  102132. * Sets the flag that indicates if user zooming should stop animation.
  102133. */
  102134. /**
  102135. * Gets the flag that indicates if user zooming should stop animation.
  102136. */
  102137. zoomStopsAnimation: boolean;
  102138. /**
  102139. * Sets the default speed at which the camera rotates around the model.
  102140. */
  102141. /**
  102142. * Gets the default speed at which the camera rotates around the model.
  102143. */
  102144. idleRotationSpeed: number;
  102145. /**
  102146. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  102147. */
  102148. /**
  102149. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  102150. */
  102151. idleRotationWaitTime: number;
  102152. /**
  102153. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102154. */
  102155. /**
  102156. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102157. */
  102158. idleRotationSpinupTime: number;
  102159. /**
  102160. * Gets a value indicating if the camera is currently rotating because of this behavior
  102161. */
  102162. readonly rotationInProgress: boolean;
  102163. private _onPrePointerObservableObserver;
  102164. private _onAfterCheckInputsObserver;
  102165. private _attachedCamera;
  102166. private _isPointerDown;
  102167. private _lastFrameTime;
  102168. private _lastInteractionTime;
  102169. private _cameraRotationSpeed;
  102170. /**
  102171. * Initializes the behavior.
  102172. */
  102173. init(): void;
  102174. /**
  102175. * Attaches the behavior to its arc rotate camera.
  102176. * @param camera Defines the camera to attach the behavior to
  102177. */
  102178. attach(camera: ArcRotateCamera): void;
  102179. /**
  102180. * Detaches the behavior from its current arc rotate camera.
  102181. */
  102182. detach(): void;
  102183. /**
  102184. * Returns true if user is scrolling.
  102185. * @return true if user is scrolling.
  102186. */
  102187. private _userIsZooming;
  102188. private _lastFrameRadius;
  102189. private _shouldAnimationStopForInteraction;
  102190. /**
  102191. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102192. */
  102193. private _applyUserInteraction;
  102194. private _userIsMoving;
  102195. }
  102196. }
  102197. declare module BABYLON {
  102198. /**
  102199. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102200. */
  102201. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102202. private ui;
  102203. /**
  102204. * The name of the behavior
  102205. */
  102206. name: string;
  102207. /**
  102208. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102209. */
  102210. distanceAwayFromFace: number;
  102211. /**
  102212. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102213. */
  102214. distanceAwayFromBottomOfFace: number;
  102215. private _faceVectors;
  102216. private _target;
  102217. private _scene;
  102218. private _onRenderObserver;
  102219. private _tmpMatrix;
  102220. private _tmpVector;
  102221. /**
  102222. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102223. * @param ui The transform node that should be attched to the mesh
  102224. */
  102225. constructor(ui: TransformNode);
  102226. /**
  102227. * Initializes the behavior
  102228. */
  102229. init(): void;
  102230. private _closestFace;
  102231. private _zeroVector;
  102232. private _lookAtTmpMatrix;
  102233. private _lookAtToRef;
  102234. /**
  102235. * Attaches the AttachToBoxBehavior to the passed in mesh
  102236. * @param target The mesh that the specified node will be attached to
  102237. */
  102238. attach(target: Mesh): void;
  102239. /**
  102240. * Detaches the behavior from the mesh
  102241. */
  102242. detach(): void;
  102243. }
  102244. }
  102245. declare module BABYLON {
  102246. /**
  102247. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102248. */
  102249. export class FadeInOutBehavior implements Behavior<Mesh> {
  102250. /**
  102251. * Time in milliseconds to delay before fading in (Default: 0)
  102252. */
  102253. delay: number;
  102254. /**
  102255. * Time in milliseconds for the mesh to fade in (Default: 300)
  102256. */
  102257. fadeInTime: number;
  102258. private _millisecondsPerFrame;
  102259. private _hovered;
  102260. private _hoverValue;
  102261. private _ownerNode;
  102262. /**
  102263. * Instatiates the FadeInOutBehavior
  102264. */
  102265. constructor();
  102266. /**
  102267. * The name of the behavior
  102268. */
  102269. readonly name: string;
  102270. /**
  102271. * Initializes the behavior
  102272. */
  102273. init(): void;
  102274. /**
  102275. * Attaches the fade behavior on the passed in mesh
  102276. * @param ownerNode The mesh that will be faded in/out once attached
  102277. */
  102278. attach(ownerNode: Mesh): void;
  102279. /**
  102280. * Detaches the behavior from the mesh
  102281. */
  102282. detach(): void;
  102283. /**
  102284. * Triggers the mesh to begin fading in or out
  102285. * @param value if the object should fade in or out (true to fade in)
  102286. */
  102287. fadeIn(value: boolean): void;
  102288. private _update;
  102289. private _setAllVisibility;
  102290. }
  102291. }
  102292. declare module BABYLON {
  102293. /**
  102294. * Class containing a set of static utilities functions for managing Pivots
  102295. * @hidden
  102296. */
  102297. export class PivotTools {
  102298. private static _PivotCached;
  102299. private static _OldPivotPoint;
  102300. private static _PivotTranslation;
  102301. private static _PivotTmpVector;
  102302. /** @hidden */
  102303. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102304. /** @hidden */
  102305. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102306. }
  102307. }
  102308. declare module BABYLON {
  102309. /**
  102310. * Class containing static functions to help procedurally build meshes
  102311. */
  102312. export class PlaneBuilder {
  102313. /**
  102314. * Creates a plane mesh
  102315. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102316. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102317. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102318. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102319. * * If you create a double-sided mesh, you can choose what parts of 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
  102320. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102321. * @param name defines the name of the mesh
  102322. * @param options defines the options used to create the mesh
  102323. * @param scene defines the hosting scene
  102324. * @returns the plane mesh
  102325. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102326. */
  102327. static CreatePlane(name: string, options: {
  102328. size?: number;
  102329. width?: number;
  102330. height?: number;
  102331. sideOrientation?: number;
  102332. frontUVs?: Vector4;
  102333. backUVs?: Vector4;
  102334. updatable?: boolean;
  102335. sourcePlane?: Plane;
  102336. }, scene?: Nullable<Scene>): Mesh;
  102337. }
  102338. }
  102339. declare module BABYLON {
  102340. /**
  102341. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102342. */
  102343. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102344. private static _AnyMouseID;
  102345. /**
  102346. * Abstract mesh the behavior is set on
  102347. */
  102348. attachedNode: AbstractMesh;
  102349. private _dragPlane;
  102350. private _scene;
  102351. private _pointerObserver;
  102352. private _beforeRenderObserver;
  102353. private static _planeScene;
  102354. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102355. /**
  102356. * 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)
  102357. */
  102358. maxDragAngle: number;
  102359. /**
  102360. * @hidden
  102361. */
  102362. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102363. /**
  102364. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102365. */
  102366. currentDraggingPointerID: number;
  102367. /**
  102368. * The last position where the pointer hit the drag plane in world space
  102369. */
  102370. lastDragPosition: Vector3;
  102371. /**
  102372. * If the behavior is currently in a dragging state
  102373. */
  102374. dragging: boolean;
  102375. /**
  102376. * 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)
  102377. */
  102378. dragDeltaRatio: number;
  102379. /**
  102380. * If the drag plane orientation should be updated during the dragging (Default: true)
  102381. */
  102382. updateDragPlane: boolean;
  102383. private _debugMode;
  102384. private _moving;
  102385. /**
  102386. * Fires each time the attached mesh is dragged with the pointer
  102387. * * delta between last drag position and current drag position in world space
  102388. * * dragDistance along the drag axis
  102389. * * dragPlaneNormal normal of the current drag plane used during the drag
  102390. * * dragPlanePoint in world space where the drag intersects the drag plane
  102391. */
  102392. onDragObservable: Observable<{
  102393. delta: Vector3;
  102394. dragPlanePoint: Vector3;
  102395. dragPlaneNormal: Vector3;
  102396. dragDistance: number;
  102397. pointerId: number;
  102398. }>;
  102399. /**
  102400. * Fires each time a drag begins (eg. mouse down on mesh)
  102401. */
  102402. onDragStartObservable: Observable<{
  102403. dragPlanePoint: Vector3;
  102404. pointerId: number;
  102405. }>;
  102406. /**
  102407. * Fires each time a drag ends (eg. mouse release after drag)
  102408. */
  102409. onDragEndObservable: Observable<{
  102410. dragPlanePoint: Vector3;
  102411. pointerId: number;
  102412. }>;
  102413. /**
  102414. * If the attached mesh should be moved when dragged
  102415. */
  102416. moveAttached: boolean;
  102417. /**
  102418. * If the drag behavior will react to drag events (Default: true)
  102419. */
  102420. enabled: boolean;
  102421. /**
  102422. * If pointer events should start and release the drag (Default: true)
  102423. */
  102424. startAndReleaseDragOnPointerEvents: boolean;
  102425. /**
  102426. * If camera controls should be detached during the drag
  102427. */
  102428. detachCameraControls: boolean;
  102429. /**
  102430. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102431. */
  102432. useObjectOrienationForDragging: boolean;
  102433. private _options;
  102434. /**
  102435. * Creates a pointer drag behavior that can be attached to a mesh
  102436. * @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)
  102437. */
  102438. constructor(options?: {
  102439. dragAxis?: Vector3;
  102440. dragPlaneNormal?: Vector3;
  102441. });
  102442. /**
  102443. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102444. */
  102445. validateDrag: (targetPosition: Vector3) => boolean;
  102446. /**
  102447. * The name of the behavior
  102448. */
  102449. readonly name: string;
  102450. /**
  102451. * Initializes the behavior
  102452. */
  102453. init(): void;
  102454. private _tmpVector;
  102455. private _alternatePickedPoint;
  102456. private _worldDragAxis;
  102457. private _targetPosition;
  102458. private _attachedElement;
  102459. /**
  102460. * Attaches the drag behavior the passed in mesh
  102461. * @param ownerNode The mesh that will be dragged around once attached
  102462. * @param predicate Predicate to use for pick filtering
  102463. */
  102464. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102465. /**
  102466. * Force relase the drag action by code.
  102467. */
  102468. releaseDrag(): void;
  102469. private _startDragRay;
  102470. private _lastPointerRay;
  102471. /**
  102472. * Simulates the start of a pointer drag event on the behavior
  102473. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102474. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102475. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102476. */
  102477. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102478. private _startDrag;
  102479. private _dragDelta;
  102480. private _moveDrag;
  102481. private _pickWithRayOnDragPlane;
  102482. private _pointA;
  102483. private _pointB;
  102484. private _pointC;
  102485. private _lineA;
  102486. private _lineB;
  102487. private _localAxis;
  102488. private _lookAt;
  102489. private _updateDragPlanePosition;
  102490. /**
  102491. * Detaches the behavior from the mesh
  102492. */
  102493. detach(): void;
  102494. }
  102495. }
  102496. declare module BABYLON {
  102497. /**
  102498. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102499. */
  102500. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102501. private _dragBehaviorA;
  102502. private _dragBehaviorB;
  102503. private _startDistance;
  102504. private _initialScale;
  102505. private _targetScale;
  102506. private _ownerNode;
  102507. private _sceneRenderObserver;
  102508. /**
  102509. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102510. */
  102511. constructor();
  102512. /**
  102513. * The name of the behavior
  102514. */
  102515. readonly name: string;
  102516. /**
  102517. * Initializes the behavior
  102518. */
  102519. init(): void;
  102520. private _getCurrentDistance;
  102521. /**
  102522. * Attaches the scale behavior the passed in mesh
  102523. * @param ownerNode The mesh that will be scaled around once attached
  102524. */
  102525. attach(ownerNode: Mesh): void;
  102526. /**
  102527. * Detaches the behavior from the mesh
  102528. */
  102529. detach(): void;
  102530. }
  102531. }
  102532. declare module BABYLON {
  102533. /**
  102534. * 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
  102535. */
  102536. export class SixDofDragBehavior implements Behavior<Mesh> {
  102537. private static _virtualScene;
  102538. private _ownerNode;
  102539. private _sceneRenderObserver;
  102540. private _scene;
  102541. private _targetPosition;
  102542. private _virtualOriginMesh;
  102543. private _virtualDragMesh;
  102544. private _pointerObserver;
  102545. private _moving;
  102546. private _startingOrientation;
  102547. /**
  102548. * 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)
  102549. */
  102550. private zDragFactor;
  102551. /**
  102552. * If the object should rotate to face the drag origin
  102553. */
  102554. rotateDraggedObject: boolean;
  102555. /**
  102556. * If the behavior is currently in a dragging state
  102557. */
  102558. dragging: boolean;
  102559. /**
  102560. * 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)
  102561. */
  102562. dragDeltaRatio: number;
  102563. /**
  102564. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102565. */
  102566. currentDraggingPointerID: number;
  102567. /**
  102568. * If camera controls should be detached during the drag
  102569. */
  102570. detachCameraControls: boolean;
  102571. /**
  102572. * Fires each time a drag starts
  102573. */
  102574. onDragStartObservable: Observable<{}>;
  102575. /**
  102576. * Fires each time a drag ends (eg. mouse release after drag)
  102577. */
  102578. onDragEndObservable: Observable<{}>;
  102579. /**
  102580. * 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
  102581. */
  102582. constructor();
  102583. /**
  102584. * The name of the behavior
  102585. */
  102586. readonly name: string;
  102587. /**
  102588. * Initializes the behavior
  102589. */
  102590. init(): void;
  102591. /**
  102592. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102593. */
  102594. private readonly _pointerCamera;
  102595. /**
  102596. * Attaches the scale behavior the passed in mesh
  102597. * @param ownerNode The mesh that will be scaled around once attached
  102598. */
  102599. attach(ownerNode: Mesh): void;
  102600. /**
  102601. * Detaches the behavior from the mesh
  102602. */
  102603. detach(): void;
  102604. }
  102605. }
  102606. declare module BABYLON {
  102607. /**
  102608. * Class used to apply inverse kinematics to bones
  102609. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102610. */
  102611. export class BoneIKController {
  102612. private static _tmpVecs;
  102613. private static _tmpQuat;
  102614. private static _tmpMats;
  102615. /**
  102616. * Gets or sets the target mesh
  102617. */
  102618. targetMesh: AbstractMesh;
  102619. /** Gets or sets the mesh used as pole */
  102620. poleTargetMesh: AbstractMesh;
  102621. /**
  102622. * Gets or sets the bone used as pole
  102623. */
  102624. poleTargetBone: Nullable<Bone>;
  102625. /**
  102626. * Gets or sets the target position
  102627. */
  102628. targetPosition: Vector3;
  102629. /**
  102630. * Gets or sets the pole target position
  102631. */
  102632. poleTargetPosition: Vector3;
  102633. /**
  102634. * Gets or sets the pole target local offset
  102635. */
  102636. poleTargetLocalOffset: Vector3;
  102637. /**
  102638. * Gets or sets the pole angle
  102639. */
  102640. poleAngle: number;
  102641. /**
  102642. * Gets or sets the mesh associated with the controller
  102643. */
  102644. mesh: AbstractMesh;
  102645. /**
  102646. * 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)
  102647. */
  102648. slerpAmount: number;
  102649. private _bone1Quat;
  102650. private _bone1Mat;
  102651. private _bone2Ang;
  102652. private _bone1;
  102653. private _bone2;
  102654. private _bone1Length;
  102655. private _bone2Length;
  102656. private _maxAngle;
  102657. private _maxReach;
  102658. private _rightHandedSystem;
  102659. private _bendAxis;
  102660. private _slerping;
  102661. private _adjustRoll;
  102662. /**
  102663. * Gets or sets maximum allowed angle
  102664. */
  102665. maxAngle: number;
  102666. /**
  102667. * Creates a new BoneIKController
  102668. * @param mesh defines the mesh to control
  102669. * @param bone defines the bone to control
  102670. * @param options defines options to set up the controller
  102671. */
  102672. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102673. targetMesh?: AbstractMesh;
  102674. poleTargetMesh?: AbstractMesh;
  102675. poleTargetBone?: Bone;
  102676. poleTargetLocalOffset?: Vector3;
  102677. poleAngle?: number;
  102678. bendAxis?: Vector3;
  102679. maxAngle?: number;
  102680. slerpAmount?: number;
  102681. });
  102682. private _setMaxAngle;
  102683. /**
  102684. * Force the controller to update the bones
  102685. */
  102686. update(): void;
  102687. }
  102688. }
  102689. declare module BABYLON {
  102690. /**
  102691. * Class used to make a bone look toward a point in space
  102692. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102693. */
  102694. export class BoneLookController {
  102695. private static _tmpVecs;
  102696. private static _tmpQuat;
  102697. private static _tmpMats;
  102698. /**
  102699. * The target Vector3 that the bone will look at
  102700. */
  102701. target: Vector3;
  102702. /**
  102703. * The mesh that the bone is attached to
  102704. */
  102705. mesh: AbstractMesh;
  102706. /**
  102707. * The bone that will be looking to the target
  102708. */
  102709. bone: Bone;
  102710. /**
  102711. * The up axis of the coordinate system that is used when the bone is rotated
  102712. */
  102713. upAxis: Vector3;
  102714. /**
  102715. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102716. */
  102717. upAxisSpace: Space;
  102718. /**
  102719. * Used to make an adjustment to the yaw of the bone
  102720. */
  102721. adjustYaw: number;
  102722. /**
  102723. * Used to make an adjustment to the pitch of the bone
  102724. */
  102725. adjustPitch: number;
  102726. /**
  102727. * Used to make an adjustment to the roll of the bone
  102728. */
  102729. adjustRoll: number;
  102730. /**
  102731. * 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)
  102732. */
  102733. slerpAmount: number;
  102734. private _minYaw;
  102735. private _maxYaw;
  102736. private _minPitch;
  102737. private _maxPitch;
  102738. private _minYawSin;
  102739. private _minYawCos;
  102740. private _maxYawSin;
  102741. private _maxYawCos;
  102742. private _midYawConstraint;
  102743. private _minPitchTan;
  102744. private _maxPitchTan;
  102745. private _boneQuat;
  102746. private _slerping;
  102747. private _transformYawPitch;
  102748. private _transformYawPitchInv;
  102749. private _firstFrameSkipped;
  102750. private _yawRange;
  102751. private _fowardAxis;
  102752. /**
  102753. * Gets or sets the minimum yaw angle that the bone can look to
  102754. */
  102755. minYaw: number;
  102756. /**
  102757. * Gets or sets the maximum yaw angle that the bone can look to
  102758. */
  102759. maxYaw: number;
  102760. /**
  102761. * Gets or sets the minimum pitch angle that the bone can look to
  102762. */
  102763. minPitch: number;
  102764. /**
  102765. * Gets or sets the maximum pitch angle that the bone can look to
  102766. */
  102767. maxPitch: number;
  102768. /**
  102769. * Create a BoneLookController
  102770. * @param mesh the mesh that the bone belongs to
  102771. * @param bone the bone that will be looking to the target
  102772. * @param target the target Vector3 to look at
  102773. * @param options optional settings:
  102774. * * maxYaw: the maximum angle the bone will yaw to
  102775. * * minYaw: the minimum angle the bone will yaw to
  102776. * * maxPitch: the maximum angle the bone will pitch to
  102777. * * minPitch: the minimum angle the bone will yaw to
  102778. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102779. * * upAxis: the up axis of the coordinate system
  102780. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102781. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102782. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102783. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102784. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102785. * * adjustRoll: used to make an adjustment to the roll of the bone
  102786. **/
  102787. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102788. maxYaw?: number;
  102789. minYaw?: number;
  102790. maxPitch?: number;
  102791. minPitch?: number;
  102792. slerpAmount?: number;
  102793. upAxis?: Vector3;
  102794. upAxisSpace?: Space;
  102795. yawAxis?: Vector3;
  102796. pitchAxis?: Vector3;
  102797. adjustYaw?: number;
  102798. adjustPitch?: number;
  102799. adjustRoll?: number;
  102800. });
  102801. /**
  102802. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102803. */
  102804. update(): void;
  102805. private _getAngleDiff;
  102806. private _getAngleBetween;
  102807. private _isAngleBetween;
  102808. }
  102809. }
  102810. declare module BABYLON {
  102811. /**
  102812. * Manage the gamepad inputs to control an arc rotate camera.
  102813. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102814. */
  102815. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102816. /**
  102817. * Defines the camera the input is attached to.
  102818. */
  102819. camera: ArcRotateCamera;
  102820. /**
  102821. * Defines the gamepad the input is gathering event from.
  102822. */
  102823. gamepad: Nullable<Gamepad>;
  102824. /**
  102825. * Defines the gamepad rotation sensiblity.
  102826. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102827. */
  102828. gamepadRotationSensibility: number;
  102829. /**
  102830. * Defines the gamepad move sensiblity.
  102831. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102832. */
  102833. gamepadMoveSensibility: number;
  102834. private _onGamepadConnectedObserver;
  102835. private _onGamepadDisconnectedObserver;
  102836. /**
  102837. * Attach the input controls to a specific dom element to get the input from.
  102838. * @param element Defines the element the controls should be listened from
  102839. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102840. */
  102841. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102842. /**
  102843. * Detach the current controls from the specified dom element.
  102844. * @param element Defines the element to stop listening the inputs from
  102845. */
  102846. detachControl(element: Nullable<HTMLElement>): void;
  102847. /**
  102848. * Update the current camera state depending on the inputs that have been used this frame.
  102849. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102850. */
  102851. checkInputs(): void;
  102852. /**
  102853. * Gets the class name of the current intput.
  102854. * @returns the class name
  102855. */
  102856. getClassName(): string;
  102857. /**
  102858. * Get the friendly name associated with the input class.
  102859. * @returns the input friendly name
  102860. */
  102861. getSimpleName(): string;
  102862. }
  102863. }
  102864. declare module BABYLON {
  102865. interface ArcRotateCameraInputsManager {
  102866. /**
  102867. * Add orientation input support to the input manager.
  102868. * @returns the current input manager
  102869. */
  102870. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102871. }
  102872. /**
  102873. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102874. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102875. */
  102876. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102877. /**
  102878. * Defines the camera the input is attached to.
  102879. */
  102880. camera: ArcRotateCamera;
  102881. /**
  102882. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102883. */
  102884. alphaCorrection: number;
  102885. /**
  102886. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102887. */
  102888. gammaCorrection: number;
  102889. private _alpha;
  102890. private _gamma;
  102891. private _dirty;
  102892. private _deviceOrientationHandler;
  102893. /**
  102894. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102895. */
  102896. constructor();
  102897. /**
  102898. * Attach the input controls to a specific dom element to get the input from.
  102899. * @param element Defines the element the controls should be listened from
  102900. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102901. */
  102902. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102903. /** @hidden */
  102904. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102905. /**
  102906. * Update the current camera state depending on the inputs that have been used this frame.
  102907. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102908. */
  102909. checkInputs(): void;
  102910. /**
  102911. * Detach the current controls from the specified dom element.
  102912. * @param element Defines the element to stop listening the inputs from
  102913. */
  102914. detachControl(element: Nullable<HTMLElement>): void;
  102915. /**
  102916. * Gets the class name of the current intput.
  102917. * @returns the class name
  102918. */
  102919. getClassName(): string;
  102920. /**
  102921. * Get the friendly name associated with the input class.
  102922. * @returns the input friendly name
  102923. */
  102924. getSimpleName(): string;
  102925. }
  102926. }
  102927. declare module BABYLON {
  102928. /**
  102929. * Listen to mouse events to control the camera.
  102930. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102931. */
  102932. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102933. /**
  102934. * Defines the camera the input is attached to.
  102935. */
  102936. camera: FlyCamera;
  102937. /**
  102938. * Defines if touch is enabled. (Default is true.)
  102939. */
  102940. touchEnabled: boolean;
  102941. /**
  102942. * Defines the buttons associated with the input to handle camera rotation.
  102943. */
  102944. buttons: number[];
  102945. /**
  102946. * Assign buttons for Yaw control.
  102947. */
  102948. buttonsYaw: number[];
  102949. /**
  102950. * Assign buttons for Pitch control.
  102951. */
  102952. buttonsPitch: number[];
  102953. /**
  102954. * Assign buttons for Roll control.
  102955. */
  102956. buttonsRoll: number[];
  102957. /**
  102958. * Detect if any button is being pressed while mouse is moved.
  102959. * -1 = Mouse locked.
  102960. * 0 = Left button.
  102961. * 1 = Middle Button.
  102962. * 2 = Right Button.
  102963. */
  102964. activeButton: number;
  102965. /**
  102966. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102967. * Higher values reduce its sensitivity.
  102968. */
  102969. angularSensibility: number;
  102970. private _mousemoveCallback;
  102971. private _observer;
  102972. private _rollObserver;
  102973. private previousPosition;
  102974. private noPreventDefault;
  102975. private element;
  102976. /**
  102977. * Listen to mouse events to control the camera.
  102978. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102979. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102980. */
  102981. constructor(touchEnabled?: boolean);
  102982. /**
  102983. * Attach the mouse control to the HTML DOM element.
  102984. * @param element Defines the element that listens to the input events.
  102985. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102986. */
  102987. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102988. /**
  102989. * Detach the current controls from the specified dom element.
  102990. * @param element Defines the element to stop listening the inputs from
  102991. */
  102992. detachControl(element: Nullable<HTMLElement>): void;
  102993. /**
  102994. * Gets the class name of the current input.
  102995. * @returns the class name.
  102996. */
  102997. getClassName(): string;
  102998. /**
  102999. * Get the friendly name associated with the input class.
  103000. * @returns the input's friendly name.
  103001. */
  103002. getSimpleName(): string;
  103003. private _pointerInput;
  103004. private _onMouseMove;
  103005. /**
  103006. * Rotate camera by mouse offset.
  103007. */
  103008. private rotateCamera;
  103009. }
  103010. }
  103011. declare module BABYLON {
  103012. /**
  103013. * Default Inputs manager for the FlyCamera.
  103014. * It groups all the default supported inputs for ease of use.
  103015. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103016. */
  103017. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  103018. /**
  103019. * Instantiates a new FlyCameraInputsManager.
  103020. * @param camera Defines the camera the inputs belong to.
  103021. */
  103022. constructor(camera: FlyCamera);
  103023. /**
  103024. * Add keyboard input support to the input manager.
  103025. * @returns the new FlyCameraKeyboardMoveInput().
  103026. */
  103027. addKeyboard(): FlyCameraInputsManager;
  103028. /**
  103029. * Add mouse input support to the input manager.
  103030. * @param touchEnabled Enable touch screen support.
  103031. * @returns the new FlyCameraMouseInput().
  103032. */
  103033. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  103034. }
  103035. }
  103036. declare module BABYLON {
  103037. /**
  103038. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103039. * such as in a 3D Space Shooter or a Flight Simulator.
  103040. */
  103041. export class FlyCamera extends TargetCamera {
  103042. /**
  103043. * Define the collision ellipsoid of the camera.
  103044. * This is helpful for simulating a camera body, like a player's body.
  103045. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  103046. */
  103047. ellipsoid: Vector3;
  103048. /**
  103049. * Define an offset for the position of the ellipsoid around the camera.
  103050. * This can be helpful if the camera is attached away from the player's body center,
  103051. * such as at its head.
  103052. */
  103053. ellipsoidOffset: Vector3;
  103054. /**
  103055. * Enable or disable collisions of the camera with the rest of the scene objects.
  103056. */
  103057. checkCollisions: boolean;
  103058. /**
  103059. * Enable or disable gravity on the camera.
  103060. */
  103061. applyGravity: boolean;
  103062. /**
  103063. * Define the current direction the camera is moving to.
  103064. */
  103065. cameraDirection: Vector3;
  103066. /**
  103067. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  103068. * This overrides and empties cameraRotation.
  103069. */
  103070. rotationQuaternion: Quaternion;
  103071. /**
  103072. * Track Roll to maintain the wanted Rolling when looking around.
  103073. */
  103074. _trackRoll: number;
  103075. /**
  103076. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  103077. */
  103078. rollCorrect: number;
  103079. /**
  103080. * Mimic a banked turn, Rolling the camera when Yawing.
  103081. * It's recommended to use rollCorrect = 10 for faster banking correction.
  103082. */
  103083. bankedTurn: boolean;
  103084. /**
  103085. * Limit in radians for how much Roll banking will add. (Default: 90°)
  103086. */
  103087. bankedTurnLimit: number;
  103088. /**
  103089. * Value of 0 disables the banked Roll.
  103090. * Value of 1 is equal to the Yaw angle in radians.
  103091. */
  103092. bankedTurnMultiplier: number;
  103093. /**
  103094. * The inputs manager loads all the input sources, such as keyboard and mouse.
  103095. */
  103096. inputs: FlyCameraInputsManager;
  103097. /**
  103098. * Gets the input sensibility for mouse input.
  103099. * Higher values reduce sensitivity.
  103100. */
  103101. /**
  103102. * Sets the input sensibility for a mouse input.
  103103. * Higher values reduce sensitivity.
  103104. */
  103105. angularSensibility: number;
  103106. /**
  103107. * Get the keys for camera movement forward.
  103108. */
  103109. /**
  103110. * Set the keys for camera movement forward.
  103111. */
  103112. keysForward: number[];
  103113. /**
  103114. * Get the keys for camera movement backward.
  103115. */
  103116. keysBackward: number[];
  103117. /**
  103118. * Get the keys for camera movement up.
  103119. */
  103120. /**
  103121. * Set the keys for camera movement up.
  103122. */
  103123. keysUp: number[];
  103124. /**
  103125. * Get the keys for camera movement down.
  103126. */
  103127. /**
  103128. * Set the keys for camera movement down.
  103129. */
  103130. keysDown: number[];
  103131. /**
  103132. * Get the keys for camera movement left.
  103133. */
  103134. /**
  103135. * Set the keys for camera movement left.
  103136. */
  103137. keysLeft: number[];
  103138. /**
  103139. * Set the keys for camera movement right.
  103140. */
  103141. /**
  103142. * Set the keys for camera movement right.
  103143. */
  103144. keysRight: number[];
  103145. /**
  103146. * Event raised when the camera collides with a mesh in the scene.
  103147. */
  103148. onCollide: (collidedMesh: AbstractMesh) => void;
  103149. private _collider;
  103150. private _needMoveForGravity;
  103151. private _oldPosition;
  103152. private _diffPosition;
  103153. private _newPosition;
  103154. /** @hidden */
  103155. _localDirection: Vector3;
  103156. /** @hidden */
  103157. _transformedDirection: Vector3;
  103158. /**
  103159. * Instantiates a FlyCamera.
  103160. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103161. * such as in a 3D Space Shooter or a Flight Simulator.
  103162. * @param name Define the name of the camera in the scene.
  103163. * @param position Define the starting position of the camera in the scene.
  103164. * @param scene Define the scene the camera belongs to.
  103165. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  103166. */
  103167. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  103168. /**
  103169. * Attach a control to the HTML DOM element.
  103170. * @param element Defines the element that listens to the input events.
  103171. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  103172. */
  103173. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103174. /**
  103175. * Detach a control from the HTML DOM element.
  103176. * The camera will stop reacting to that input.
  103177. * @param element Defines the element that listens to the input events.
  103178. */
  103179. detachControl(element: HTMLElement): void;
  103180. private _collisionMask;
  103181. /**
  103182. * Get the mask that the camera ignores in collision events.
  103183. */
  103184. /**
  103185. * Set the mask that the camera ignores in collision events.
  103186. */
  103187. collisionMask: number;
  103188. /** @hidden */
  103189. _collideWithWorld(displacement: Vector3): void;
  103190. /** @hidden */
  103191. private _onCollisionPositionChange;
  103192. /** @hidden */
  103193. _checkInputs(): void;
  103194. /** @hidden */
  103195. _decideIfNeedsToMove(): boolean;
  103196. /** @hidden */
  103197. _updatePosition(): void;
  103198. /**
  103199. * Restore the Roll to its target value at the rate specified.
  103200. * @param rate - Higher means slower restoring.
  103201. * @hidden
  103202. */
  103203. restoreRoll(rate: number): void;
  103204. /**
  103205. * Destroy the camera and release the current resources held by it.
  103206. */
  103207. dispose(): void;
  103208. /**
  103209. * Get the current object class name.
  103210. * @returns the class name.
  103211. */
  103212. getClassName(): string;
  103213. }
  103214. }
  103215. declare module BABYLON {
  103216. /**
  103217. * Listen to keyboard events to control the camera.
  103218. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103219. */
  103220. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103221. /**
  103222. * Defines the camera the input is attached to.
  103223. */
  103224. camera: FlyCamera;
  103225. /**
  103226. * The list of keyboard keys used to control the forward move of the camera.
  103227. */
  103228. keysForward: number[];
  103229. /**
  103230. * The list of keyboard keys used to control the backward move of the camera.
  103231. */
  103232. keysBackward: number[];
  103233. /**
  103234. * The list of keyboard keys used to control the forward move of the camera.
  103235. */
  103236. keysUp: number[];
  103237. /**
  103238. * The list of keyboard keys used to control the backward move of the camera.
  103239. */
  103240. keysDown: number[];
  103241. /**
  103242. * The list of keyboard keys used to control the right strafe move of the camera.
  103243. */
  103244. keysRight: number[];
  103245. /**
  103246. * The list of keyboard keys used to control the left strafe move of the camera.
  103247. */
  103248. keysLeft: number[];
  103249. private _keys;
  103250. private _onCanvasBlurObserver;
  103251. private _onKeyboardObserver;
  103252. private _engine;
  103253. private _scene;
  103254. /**
  103255. * Attach the input controls to a specific dom element to get the input from.
  103256. * @param element Defines the element the controls should be listened from
  103257. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103258. */
  103259. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103260. /**
  103261. * Detach the current controls from the specified dom element.
  103262. * @param element Defines the element to stop listening the inputs from
  103263. */
  103264. detachControl(element: Nullable<HTMLElement>): void;
  103265. /**
  103266. * Gets the class name of the current intput.
  103267. * @returns the class name
  103268. */
  103269. getClassName(): string;
  103270. /** @hidden */
  103271. _onLostFocus(e: FocusEvent): void;
  103272. /**
  103273. * Get the friendly name associated with the input class.
  103274. * @returns the input friendly name
  103275. */
  103276. getSimpleName(): string;
  103277. /**
  103278. * Update the current camera state depending on the inputs that have been used this frame.
  103279. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103280. */
  103281. checkInputs(): void;
  103282. }
  103283. }
  103284. declare module BABYLON {
  103285. /**
  103286. * Manage the mouse wheel inputs to control a follow camera.
  103287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103288. */
  103289. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103290. /**
  103291. * Defines the camera the input is attached to.
  103292. */
  103293. camera: FollowCamera;
  103294. /**
  103295. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103296. */
  103297. axisControlRadius: boolean;
  103298. /**
  103299. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103300. */
  103301. axisControlHeight: boolean;
  103302. /**
  103303. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103304. */
  103305. axisControlRotation: boolean;
  103306. /**
  103307. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103308. * relation to mouseWheel events.
  103309. */
  103310. wheelPrecision: number;
  103311. /**
  103312. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103313. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103314. */
  103315. wheelDeltaPercentage: number;
  103316. private _wheel;
  103317. private _observer;
  103318. /**
  103319. * Attach the input controls to a specific dom element to get the input from.
  103320. * @param element Defines the element the controls should be listened from
  103321. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103322. */
  103323. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103324. /**
  103325. * Detach the current controls from the specified dom element.
  103326. * @param element Defines the element to stop listening the inputs from
  103327. */
  103328. detachControl(element: Nullable<HTMLElement>): void;
  103329. /**
  103330. * Gets the class name of the current intput.
  103331. * @returns the class name
  103332. */
  103333. getClassName(): string;
  103334. /**
  103335. * Get the friendly name associated with the input class.
  103336. * @returns the input friendly name
  103337. */
  103338. getSimpleName(): string;
  103339. }
  103340. }
  103341. declare module BABYLON {
  103342. /**
  103343. * Manage the pointers inputs to control an follow camera.
  103344. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103345. */
  103346. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103347. /**
  103348. * Defines the camera the input is attached to.
  103349. */
  103350. camera: FollowCamera;
  103351. /**
  103352. * Gets the class name of the current input.
  103353. * @returns the class name
  103354. */
  103355. getClassName(): string;
  103356. /**
  103357. * Defines the pointer angular sensibility along the X axis or how fast is
  103358. * the camera rotating.
  103359. * A negative number will reverse the axis direction.
  103360. */
  103361. angularSensibilityX: number;
  103362. /**
  103363. * Defines the pointer angular sensibility along the Y axis or how fast is
  103364. * the camera rotating.
  103365. * A negative number will reverse the axis direction.
  103366. */
  103367. angularSensibilityY: number;
  103368. /**
  103369. * Defines the pointer pinch precision or how fast is the camera zooming.
  103370. * A negative number will reverse the axis direction.
  103371. */
  103372. pinchPrecision: number;
  103373. /**
  103374. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103375. * from 0.
  103376. * It defines the percentage of current camera.radius to use as delta when
  103377. * pinch zoom is used.
  103378. */
  103379. pinchDeltaPercentage: number;
  103380. /**
  103381. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103382. */
  103383. axisXControlRadius: boolean;
  103384. /**
  103385. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103386. */
  103387. axisXControlHeight: boolean;
  103388. /**
  103389. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103390. */
  103391. axisXControlRotation: boolean;
  103392. /**
  103393. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103394. */
  103395. axisYControlRadius: boolean;
  103396. /**
  103397. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103398. */
  103399. axisYControlHeight: boolean;
  103400. /**
  103401. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103402. */
  103403. axisYControlRotation: boolean;
  103404. /**
  103405. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103406. */
  103407. axisPinchControlRadius: boolean;
  103408. /**
  103409. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103410. */
  103411. axisPinchControlHeight: boolean;
  103412. /**
  103413. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103414. */
  103415. axisPinchControlRotation: boolean;
  103416. /**
  103417. * Log error messages if basic misconfiguration has occurred.
  103418. */
  103419. warningEnable: boolean;
  103420. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103421. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103422. private _warningCounter;
  103423. private _warning;
  103424. }
  103425. }
  103426. declare module BABYLON {
  103427. /**
  103428. * Default Inputs manager for the FollowCamera.
  103429. * It groups all the default supported inputs for ease of use.
  103430. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103431. */
  103432. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103433. /**
  103434. * Instantiates a new FollowCameraInputsManager.
  103435. * @param camera Defines the camera the inputs belong to
  103436. */
  103437. constructor(camera: FollowCamera);
  103438. /**
  103439. * Add keyboard input support to the input manager.
  103440. * @returns the current input manager
  103441. */
  103442. addKeyboard(): FollowCameraInputsManager;
  103443. /**
  103444. * Add mouse wheel input support to the input manager.
  103445. * @returns the current input manager
  103446. */
  103447. addMouseWheel(): FollowCameraInputsManager;
  103448. /**
  103449. * Add pointers input support to the input manager.
  103450. * @returns the current input manager
  103451. */
  103452. addPointers(): FollowCameraInputsManager;
  103453. /**
  103454. * Add orientation input support to the input manager.
  103455. * @returns the current input manager
  103456. */
  103457. addVRDeviceOrientation(): FollowCameraInputsManager;
  103458. }
  103459. }
  103460. declare module BABYLON {
  103461. /**
  103462. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103463. * an arc rotate version arcFollowCamera are available.
  103464. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103465. */
  103466. export class FollowCamera extends TargetCamera {
  103467. /**
  103468. * Distance the follow camera should follow an object at
  103469. */
  103470. radius: number;
  103471. /**
  103472. * Minimum allowed distance of the camera to the axis of rotation
  103473. * (The camera can not get closer).
  103474. * This can help limiting how the Camera is able to move in the scene.
  103475. */
  103476. lowerRadiusLimit: Nullable<number>;
  103477. /**
  103478. * Maximum allowed distance of the camera to the axis of rotation
  103479. * (The camera can not get further).
  103480. * This can help limiting how the Camera is able to move in the scene.
  103481. */
  103482. upperRadiusLimit: Nullable<number>;
  103483. /**
  103484. * Define a rotation offset between the camera and the object it follows
  103485. */
  103486. rotationOffset: number;
  103487. /**
  103488. * Minimum allowed angle to camera position relative to target object.
  103489. * This can help limiting how the Camera is able to move in the scene.
  103490. */
  103491. lowerRotationOffsetLimit: Nullable<number>;
  103492. /**
  103493. * Maximum allowed angle to camera position relative to target object.
  103494. * This can help limiting how the Camera is able to move in the scene.
  103495. */
  103496. upperRotationOffsetLimit: Nullable<number>;
  103497. /**
  103498. * Define a height offset between the camera and the object it follows.
  103499. * It can help following an object from the top (like a car chaing a plane)
  103500. */
  103501. heightOffset: number;
  103502. /**
  103503. * Minimum allowed height of camera position relative to target object.
  103504. * This can help limiting how the Camera is able to move in the scene.
  103505. */
  103506. lowerHeightOffsetLimit: Nullable<number>;
  103507. /**
  103508. * Maximum allowed height of camera position relative to target object.
  103509. * This can help limiting how the Camera is able to move in the scene.
  103510. */
  103511. upperHeightOffsetLimit: Nullable<number>;
  103512. /**
  103513. * Define how fast the camera can accelerate to follow it s target.
  103514. */
  103515. cameraAcceleration: number;
  103516. /**
  103517. * Define the speed limit of the camera following an object.
  103518. */
  103519. maxCameraSpeed: number;
  103520. /**
  103521. * Define the target of the camera.
  103522. */
  103523. lockedTarget: Nullable<AbstractMesh>;
  103524. /**
  103525. * Defines the input associated with the camera.
  103526. */
  103527. inputs: FollowCameraInputsManager;
  103528. /**
  103529. * Instantiates the follow camera.
  103530. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103531. * @param name Define the name of the camera in the scene
  103532. * @param position Define the position of the camera
  103533. * @param scene Define the scene the camera belong to
  103534. * @param lockedTarget Define the target of the camera
  103535. */
  103536. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103537. private _follow;
  103538. /**
  103539. * Attached controls to the current camera.
  103540. * @param element Defines the element the controls should be listened from
  103541. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103542. */
  103543. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103544. /**
  103545. * Detach the current controls from the camera.
  103546. * The camera will stop reacting to inputs.
  103547. * @param element Defines the element to stop listening the inputs from
  103548. */
  103549. detachControl(element: HTMLElement): void;
  103550. /** @hidden */
  103551. _checkInputs(): void;
  103552. private _checkLimits;
  103553. /**
  103554. * Gets the camera class name.
  103555. * @returns the class name
  103556. */
  103557. getClassName(): string;
  103558. }
  103559. /**
  103560. * Arc Rotate version of the follow camera.
  103561. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103562. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103563. */
  103564. export class ArcFollowCamera extends TargetCamera {
  103565. /** The longitudinal angle of the camera */
  103566. alpha: number;
  103567. /** The latitudinal angle of the camera */
  103568. beta: number;
  103569. /** The radius of the camera from its target */
  103570. radius: number;
  103571. /** Define the camera target (the messh it should follow) */
  103572. target: Nullable<AbstractMesh>;
  103573. private _cartesianCoordinates;
  103574. /**
  103575. * Instantiates a new ArcFollowCamera
  103576. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103577. * @param name Define the name of the camera
  103578. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103579. * @param beta Define the rotation angle of the camera around the elevation axis
  103580. * @param radius Define the radius of the camera from its target point
  103581. * @param target Define the target of the camera
  103582. * @param scene Define the scene the camera belongs to
  103583. */
  103584. constructor(name: string,
  103585. /** The longitudinal angle of the camera */
  103586. alpha: number,
  103587. /** The latitudinal angle of the camera */
  103588. beta: number,
  103589. /** The radius of the camera from its target */
  103590. radius: number,
  103591. /** Define the camera target (the messh it should follow) */
  103592. target: Nullable<AbstractMesh>, scene: Scene);
  103593. private _follow;
  103594. /** @hidden */
  103595. _checkInputs(): void;
  103596. /**
  103597. * Returns the class name of the object.
  103598. * It is mostly used internally for serialization purposes.
  103599. */
  103600. getClassName(): string;
  103601. }
  103602. }
  103603. declare module BABYLON {
  103604. /**
  103605. * Manage the keyboard inputs to control the movement of a follow camera.
  103606. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103607. */
  103608. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103609. /**
  103610. * Defines the camera the input is attached to.
  103611. */
  103612. camera: FollowCamera;
  103613. /**
  103614. * Defines the list of key codes associated with the up action (increase heightOffset)
  103615. */
  103616. keysHeightOffsetIncr: number[];
  103617. /**
  103618. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103619. */
  103620. keysHeightOffsetDecr: number[];
  103621. /**
  103622. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103623. */
  103624. keysHeightOffsetModifierAlt: boolean;
  103625. /**
  103626. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103627. */
  103628. keysHeightOffsetModifierCtrl: boolean;
  103629. /**
  103630. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103631. */
  103632. keysHeightOffsetModifierShift: boolean;
  103633. /**
  103634. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103635. */
  103636. keysRotationOffsetIncr: number[];
  103637. /**
  103638. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103639. */
  103640. keysRotationOffsetDecr: number[];
  103641. /**
  103642. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103643. */
  103644. keysRotationOffsetModifierAlt: boolean;
  103645. /**
  103646. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103647. */
  103648. keysRotationOffsetModifierCtrl: boolean;
  103649. /**
  103650. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103651. */
  103652. keysRotationOffsetModifierShift: boolean;
  103653. /**
  103654. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103655. */
  103656. keysRadiusIncr: number[];
  103657. /**
  103658. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103659. */
  103660. keysRadiusDecr: number[];
  103661. /**
  103662. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103663. */
  103664. keysRadiusModifierAlt: boolean;
  103665. /**
  103666. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103667. */
  103668. keysRadiusModifierCtrl: boolean;
  103669. /**
  103670. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103671. */
  103672. keysRadiusModifierShift: boolean;
  103673. /**
  103674. * Defines the rate of change of heightOffset.
  103675. */
  103676. heightSensibility: number;
  103677. /**
  103678. * Defines the rate of change of rotationOffset.
  103679. */
  103680. rotationSensibility: number;
  103681. /**
  103682. * Defines the rate of change of radius.
  103683. */
  103684. radiusSensibility: number;
  103685. private _keys;
  103686. private _ctrlPressed;
  103687. private _altPressed;
  103688. private _shiftPressed;
  103689. private _onCanvasBlurObserver;
  103690. private _onKeyboardObserver;
  103691. private _engine;
  103692. private _scene;
  103693. /**
  103694. * Attach the input controls to a specific dom element to get the input from.
  103695. * @param element Defines the element the controls should be listened from
  103696. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103697. */
  103698. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103699. /**
  103700. * Detach the current controls from the specified dom element.
  103701. * @param element Defines the element to stop listening the inputs from
  103702. */
  103703. detachControl(element: Nullable<HTMLElement>): void;
  103704. /**
  103705. * Update the current camera state depending on the inputs that have been used this frame.
  103706. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103707. */
  103708. checkInputs(): void;
  103709. /**
  103710. * Gets the class name of the current input.
  103711. * @returns the class name
  103712. */
  103713. getClassName(): string;
  103714. /**
  103715. * Get the friendly name associated with the input class.
  103716. * @returns the input friendly name
  103717. */
  103718. getSimpleName(): string;
  103719. /**
  103720. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103721. * allow modification of the heightOffset value.
  103722. */
  103723. private _modifierHeightOffset;
  103724. /**
  103725. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103726. * allow modification of the rotationOffset value.
  103727. */
  103728. private _modifierRotationOffset;
  103729. /**
  103730. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103731. * allow modification of the radius value.
  103732. */
  103733. private _modifierRadius;
  103734. }
  103735. }
  103736. declare module BABYLON {
  103737. interface FreeCameraInputsManager {
  103738. /**
  103739. * @hidden
  103740. */
  103741. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103742. /**
  103743. * Add orientation input support to the input manager.
  103744. * @returns the current input manager
  103745. */
  103746. addDeviceOrientation(): FreeCameraInputsManager;
  103747. }
  103748. /**
  103749. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103750. * Screen rotation is taken into account.
  103751. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103752. */
  103753. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103754. private _camera;
  103755. private _screenOrientationAngle;
  103756. private _constantTranform;
  103757. private _screenQuaternion;
  103758. private _alpha;
  103759. private _beta;
  103760. private _gamma;
  103761. /**
  103762. * Can be used to detect if a device orientation sensor is availible on a device
  103763. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103764. * @returns a promise that will resolve on orientation change
  103765. */
  103766. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103767. /**
  103768. * @hidden
  103769. */
  103770. _onDeviceOrientationChangedObservable: Observable<void>;
  103771. /**
  103772. * Instantiates a new input
  103773. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103774. */
  103775. constructor();
  103776. /**
  103777. * Define the camera controlled by the input.
  103778. */
  103779. camera: FreeCamera;
  103780. /**
  103781. * Attach the input controls to a specific dom element to get the input from.
  103782. * @param element Defines the element the controls should be listened from
  103783. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103784. */
  103785. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103786. private _orientationChanged;
  103787. private _deviceOrientation;
  103788. /**
  103789. * Detach the current controls from the specified dom element.
  103790. * @param element Defines the element to stop listening the inputs from
  103791. */
  103792. detachControl(element: Nullable<HTMLElement>): void;
  103793. /**
  103794. * Update the current camera state depending on the inputs that have been used this frame.
  103795. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103796. */
  103797. checkInputs(): void;
  103798. /**
  103799. * Gets the class name of the current intput.
  103800. * @returns the class name
  103801. */
  103802. getClassName(): string;
  103803. /**
  103804. * Get the friendly name associated with the input class.
  103805. * @returns the input friendly name
  103806. */
  103807. getSimpleName(): string;
  103808. }
  103809. }
  103810. declare module BABYLON {
  103811. /**
  103812. * Manage the gamepad inputs to control a free camera.
  103813. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103814. */
  103815. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103816. /**
  103817. * Define the camera the input is attached to.
  103818. */
  103819. camera: FreeCamera;
  103820. /**
  103821. * Define the Gamepad controlling the input
  103822. */
  103823. gamepad: Nullable<Gamepad>;
  103824. /**
  103825. * Defines the gamepad rotation sensiblity.
  103826. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103827. */
  103828. gamepadAngularSensibility: number;
  103829. /**
  103830. * Defines the gamepad move sensiblity.
  103831. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103832. */
  103833. gamepadMoveSensibility: number;
  103834. private _onGamepadConnectedObserver;
  103835. private _onGamepadDisconnectedObserver;
  103836. private _cameraTransform;
  103837. private _deltaTransform;
  103838. private _vector3;
  103839. private _vector2;
  103840. /**
  103841. * Attach the input controls to a specific dom element to get the input from.
  103842. * @param element Defines the element the controls should be listened from
  103843. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103844. */
  103845. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103846. /**
  103847. * Detach the current controls from the specified dom element.
  103848. * @param element Defines the element to stop listening the inputs from
  103849. */
  103850. detachControl(element: Nullable<HTMLElement>): void;
  103851. /**
  103852. * Update the current camera state depending on the inputs that have been used this frame.
  103853. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103854. */
  103855. checkInputs(): void;
  103856. /**
  103857. * Gets the class name of the current intput.
  103858. * @returns the class name
  103859. */
  103860. getClassName(): string;
  103861. /**
  103862. * Get the friendly name associated with the input class.
  103863. * @returns the input friendly name
  103864. */
  103865. getSimpleName(): string;
  103866. }
  103867. }
  103868. declare module BABYLON {
  103869. /**
  103870. * Defines the potential axis of a Joystick
  103871. */
  103872. export enum JoystickAxis {
  103873. /** X axis */
  103874. X = 0,
  103875. /** Y axis */
  103876. Y = 1,
  103877. /** Z axis */
  103878. Z = 2
  103879. }
  103880. /**
  103881. * Class used to define virtual joystick (used in touch mode)
  103882. */
  103883. export class VirtualJoystick {
  103884. /**
  103885. * Gets or sets a boolean indicating that left and right values must be inverted
  103886. */
  103887. reverseLeftRight: boolean;
  103888. /**
  103889. * Gets or sets a boolean indicating that up and down values must be inverted
  103890. */
  103891. reverseUpDown: boolean;
  103892. /**
  103893. * Gets the offset value for the position (ie. the change of the position value)
  103894. */
  103895. deltaPosition: Vector3;
  103896. /**
  103897. * Gets a boolean indicating if the virtual joystick was pressed
  103898. */
  103899. pressed: boolean;
  103900. /**
  103901. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103902. */
  103903. static Canvas: Nullable<HTMLCanvasElement>;
  103904. private static _globalJoystickIndex;
  103905. private static vjCanvasContext;
  103906. private static vjCanvasWidth;
  103907. private static vjCanvasHeight;
  103908. private static halfWidth;
  103909. private _action;
  103910. private _axisTargetedByLeftAndRight;
  103911. private _axisTargetedByUpAndDown;
  103912. private _joystickSensibility;
  103913. private _inversedSensibility;
  103914. private _joystickPointerID;
  103915. private _joystickColor;
  103916. private _joystickPointerPos;
  103917. private _joystickPreviousPointerPos;
  103918. private _joystickPointerStartPos;
  103919. private _deltaJoystickVector;
  103920. private _leftJoystick;
  103921. private _touches;
  103922. private _onPointerDownHandlerRef;
  103923. private _onPointerMoveHandlerRef;
  103924. private _onPointerUpHandlerRef;
  103925. private _onResize;
  103926. /**
  103927. * Creates a new virtual joystick
  103928. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103929. */
  103930. constructor(leftJoystick?: boolean);
  103931. /**
  103932. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103933. * @param newJoystickSensibility defines the new sensibility
  103934. */
  103935. setJoystickSensibility(newJoystickSensibility: number): void;
  103936. private _onPointerDown;
  103937. private _onPointerMove;
  103938. private _onPointerUp;
  103939. /**
  103940. * Change the color of the virtual joystick
  103941. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103942. */
  103943. setJoystickColor(newColor: string): void;
  103944. /**
  103945. * Defines a callback to call when the joystick is touched
  103946. * @param action defines the callback
  103947. */
  103948. setActionOnTouch(action: () => any): void;
  103949. /**
  103950. * Defines which axis you'd like to control for left & right
  103951. * @param axis defines the axis to use
  103952. */
  103953. setAxisForLeftRight(axis: JoystickAxis): void;
  103954. /**
  103955. * Defines which axis you'd like to control for up & down
  103956. * @param axis defines the axis to use
  103957. */
  103958. setAxisForUpDown(axis: JoystickAxis): void;
  103959. private _drawVirtualJoystick;
  103960. /**
  103961. * Release internal HTML canvas
  103962. */
  103963. releaseCanvas(): void;
  103964. }
  103965. }
  103966. declare module BABYLON {
  103967. interface FreeCameraInputsManager {
  103968. /**
  103969. * Add virtual joystick input support to the input manager.
  103970. * @returns the current input manager
  103971. */
  103972. addVirtualJoystick(): FreeCameraInputsManager;
  103973. }
  103974. /**
  103975. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103977. */
  103978. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103979. /**
  103980. * Defines the camera the input is attached to.
  103981. */
  103982. camera: FreeCamera;
  103983. private _leftjoystick;
  103984. private _rightjoystick;
  103985. /**
  103986. * Gets the left stick of the virtual joystick.
  103987. * @returns The virtual Joystick
  103988. */
  103989. getLeftJoystick(): VirtualJoystick;
  103990. /**
  103991. * Gets the right stick of the virtual joystick.
  103992. * @returns The virtual Joystick
  103993. */
  103994. getRightJoystick(): VirtualJoystick;
  103995. /**
  103996. * Update the current camera state depending on the inputs that have been used this frame.
  103997. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103998. */
  103999. checkInputs(): void;
  104000. /**
  104001. * Attach the input controls to a specific dom element to get the input from.
  104002. * @param element Defines the element the controls should be listened from
  104003. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104004. */
  104005. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104006. /**
  104007. * Detach the current controls from the specified dom element.
  104008. * @param element Defines the element to stop listening the inputs from
  104009. */
  104010. detachControl(element: Nullable<HTMLElement>): void;
  104011. /**
  104012. * Gets the class name of the current intput.
  104013. * @returns the class name
  104014. */
  104015. getClassName(): string;
  104016. /**
  104017. * Get the friendly name associated with the input class.
  104018. * @returns the input friendly name
  104019. */
  104020. getSimpleName(): string;
  104021. }
  104022. }
  104023. declare module BABYLON {
  104024. /**
  104025. * This represents a FPS type of camera controlled by touch.
  104026. * This is like a universal camera minus the Gamepad controls.
  104027. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104028. */
  104029. export class TouchCamera extends FreeCamera {
  104030. /**
  104031. * Defines the touch sensibility for rotation.
  104032. * The higher the faster.
  104033. */
  104034. touchAngularSensibility: number;
  104035. /**
  104036. * Defines the touch sensibility for move.
  104037. * The higher the faster.
  104038. */
  104039. touchMoveSensibility: number;
  104040. /**
  104041. * Instantiates a new touch camera.
  104042. * This represents a FPS type of camera controlled by touch.
  104043. * This is like a universal camera minus the Gamepad controls.
  104044. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104045. * @param name Define the name of the camera in the scene
  104046. * @param position Define the start position of the camera in the scene
  104047. * @param scene Define the scene the camera belongs to
  104048. */
  104049. constructor(name: string, position: Vector3, scene: Scene);
  104050. /**
  104051. * Gets the current object class name.
  104052. * @return the class name
  104053. */
  104054. getClassName(): string;
  104055. /** @hidden */
  104056. _setupInputs(): void;
  104057. }
  104058. }
  104059. declare module BABYLON {
  104060. /**
  104061. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  104062. * being tilted forward or back and left or right.
  104063. */
  104064. export class DeviceOrientationCamera extends FreeCamera {
  104065. private _initialQuaternion;
  104066. private _quaternionCache;
  104067. private _tmpDragQuaternion;
  104068. private _disablePointerInputWhenUsingDeviceOrientation;
  104069. /**
  104070. * Creates a new device orientation camera
  104071. * @param name The name of the camera
  104072. * @param position The start position camera
  104073. * @param scene The scene the camera belongs to
  104074. */
  104075. constructor(name: string, position: Vector3, scene: Scene);
  104076. /**
  104077. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  104078. */
  104079. disablePointerInputWhenUsingDeviceOrientation: boolean;
  104080. private _dragFactor;
  104081. /**
  104082. * Enabled turning on the y axis when the orientation sensor is active
  104083. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  104084. */
  104085. enableHorizontalDragging(dragFactor?: number): void;
  104086. /**
  104087. * Gets the current instance class name ("DeviceOrientationCamera").
  104088. * This helps avoiding instanceof at run time.
  104089. * @returns the class name
  104090. */
  104091. getClassName(): string;
  104092. /**
  104093. * @hidden
  104094. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  104095. */
  104096. _checkInputs(): void;
  104097. /**
  104098. * Reset the camera to its default orientation on the specified axis only.
  104099. * @param axis The axis to reset
  104100. */
  104101. resetToCurrentRotation(axis?: Axis): void;
  104102. }
  104103. }
  104104. declare module BABYLON {
  104105. /**
  104106. * Defines supported buttons for XBox360 compatible gamepads
  104107. */
  104108. export enum Xbox360Button {
  104109. /** A */
  104110. A = 0,
  104111. /** B */
  104112. B = 1,
  104113. /** X */
  104114. X = 2,
  104115. /** Y */
  104116. Y = 3,
  104117. /** Start */
  104118. Start = 4,
  104119. /** Back */
  104120. Back = 5,
  104121. /** Left button */
  104122. LB = 6,
  104123. /** Right button */
  104124. RB = 7,
  104125. /** Left stick */
  104126. LeftStick = 8,
  104127. /** Right stick */
  104128. RightStick = 9
  104129. }
  104130. /** Defines values for XBox360 DPad */
  104131. export enum Xbox360Dpad {
  104132. /** Up */
  104133. Up = 0,
  104134. /** Down */
  104135. Down = 1,
  104136. /** Left */
  104137. Left = 2,
  104138. /** Right */
  104139. Right = 3
  104140. }
  104141. /**
  104142. * Defines a XBox360 gamepad
  104143. */
  104144. export class Xbox360Pad extends Gamepad {
  104145. private _leftTrigger;
  104146. private _rightTrigger;
  104147. private _onlefttriggerchanged;
  104148. private _onrighttriggerchanged;
  104149. private _onbuttondown;
  104150. private _onbuttonup;
  104151. private _ondpaddown;
  104152. private _ondpadup;
  104153. /** Observable raised when a button is pressed */
  104154. onButtonDownObservable: Observable<Xbox360Button>;
  104155. /** Observable raised when a button is released */
  104156. onButtonUpObservable: Observable<Xbox360Button>;
  104157. /** Observable raised when a pad is pressed */
  104158. onPadDownObservable: Observable<Xbox360Dpad>;
  104159. /** Observable raised when a pad is released */
  104160. onPadUpObservable: Observable<Xbox360Dpad>;
  104161. private _buttonA;
  104162. private _buttonB;
  104163. private _buttonX;
  104164. private _buttonY;
  104165. private _buttonBack;
  104166. private _buttonStart;
  104167. private _buttonLB;
  104168. private _buttonRB;
  104169. private _buttonLeftStick;
  104170. private _buttonRightStick;
  104171. private _dPadUp;
  104172. private _dPadDown;
  104173. private _dPadLeft;
  104174. private _dPadRight;
  104175. private _isXboxOnePad;
  104176. /**
  104177. * Creates a new XBox360 gamepad object
  104178. * @param id defines the id of this gamepad
  104179. * @param index defines its index
  104180. * @param gamepad defines the internal HTML gamepad object
  104181. * @param xboxOne defines if it is a XBox One gamepad
  104182. */
  104183. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104184. /**
  104185. * Defines the callback to call when left trigger is pressed
  104186. * @param callback defines the callback to use
  104187. */
  104188. onlefttriggerchanged(callback: (value: number) => void): void;
  104189. /**
  104190. * Defines the callback to call when right trigger is pressed
  104191. * @param callback defines the callback to use
  104192. */
  104193. onrighttriggerchanged(callback: (value: number) => void): void;
  104194. /**
  104195. * Gets the left trigger value
  104196. */
  104197. /**
  104198. * Sets the left trigger value
  104199. */
  104200. leftTrigger: number;
  104201. /**
  104202. * Gets the right trigger value
  104203. */
  104204. /**
  104205. * Sets the right trigger value
  104206. */
  104207. rightTrigger: number;
  104208. /**
  104209. * Defines the callback to call when a button is pressed
  104210. * @param callback defines the callback to use
  104211. */
  104212. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104213. /**
  104214. * Defines the callback to call when a button is released
  104215. * @param callback defines the callback to use
  104216. */
  104217. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104218. /**
  104219. * Defines the callback to call when a pad is pressed
  104220. * @param callback defines the callback to use
  104221. */
  104222. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104223. /**
  104224. * Defines the callback to call when a pad is released
  104225. * @param callback defines the callback to use
  104226. */
  104227. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104228. private _setButtonValue;
  104229. private _setDPadValue;
  104230. /**
  104231. * Gets the value of the `A` button
  104232. */
  104233. /**
  104234. * Sets the value of the `A` button
  104235. */
  104236. buttonA: number;
  104237. /**
  104238. * Gets the value of the `B` button
  104239. */
  104240. /**
  104241. * Sets the value of the `B` button
  104242. */
  104243. buttonB: number;
  104244. /**
  104245. * Gets the value of the `X` button
  104246. */
  104247. /**
  104248. * Sets the value of the `X` button
  104249. */
  104250. buttonX: number;
  104251. /**
  104252. * Gets the value of the `Y` button
  104253. */
  104254. /**
  104255. * Sets the value of the `Y` button
  104256. */
  104257. buttonY: number;
  104258. /**
  104259. * Gets the value of the `Start` button
  104260. */
  104261. /**
  104262. * Sets the value of the `Start` button
  104263. */
  104264. buttonStart: number;
  104265. /**
  104266. * Gets the value of the `Back` button
  104267. */
  104268. /**
  104269. * Sets the value of the `Back` button
  104270. */
  104271. buttonBack: number;
  104272. /**
  104273. * Gets the value of the `Left` button
  104274. */
  104275. /**
  104276. * Sets the value of the `Left` button
  104277. */
  104278. buttonLB: number;
  104279. /**
  104280. * Gets the value of the `Right` button
  104281. */
  104282. /**
  104283. * Sets the value of the `Right` button
  104284. */
  104285. buttonRB: number;
  104286. /**
  104287. * Gets the value of the Left joystick
  104288. */
  104289. /**
  104290. * Sets the value of the Left joystick
  104291. */
  104292. buttonLeftStick: number;
  104293. /**
  104294. * Gets the value of the Right joystick
  104295. */
  104296. /**
  104297. * Sets the value of the Right joystick
  104298. */
  104299. buttonRightStick: number;
  104300. /**
  104301. * Gets the value of D-pad up
  104302. */
  104303. /**
  104304. * Sets the value of D-pad up
  104305. */
  104306. dPadUp: number;
  104307. /**
  104308. * Gets the value of D-pad down
  104309. */
  104310. /**
  104311. * Sets the value of D-pad down
  104312. */
  104313. dPadDown: number;
  104314. /**
  104315. * Gets the value of D-pad left
  104316. */
  104317. /**
  104318. * Sets the value of D-pad left
  104319. */
  104320. dPadLeft: number;
  104321. /**
  104322. * Gets the value of D-pad right
  104323. */
  104324. /**
  104325. * Sets the value of D-pad right
  104326. */
  104327. dPadRight: number;
  104328. /**
  104329. * Force the gamepad to synchronize with device values
  104330. */
  104331. update(): void;
  104332. /**
  104333. * Disposes the gamepad
  104334. */
  104335. dispose(): void;
  104336. }
  104337. }
  104338. declare module BABYLON {
  104339. /**
  104340. * Defines supported buttons for DualShock compatible gamepads
  104341. */
  104342. export enum DualShockButton {
  104343. /** Cross */
  104344. Cross = 0,
  104345. /** Circle */
  104346. Circle = 1,
  104347. /** Square */
  104348. Square = 2,
  104349. /** Triangle */
  104350. Triangle = 3,
  104351. /** Options */
  104352. Options = 4,
  104353. /** Share */
  104354. Share = 5,
  104355. /** L1 */
  104356. L1 = 6,
  104357. /** R1 */
  104358. R1 = 7,
  104359. /** Left stick */
  104360. LeftStick = 8,
  104361. /** Right stick */
  104362. RightStick = 9
  104363. }
  104364. /** Defines values for DualShock DPad */
  104365. export enum DualShockDpad {
  104366. /** Up */
  104367. Up = 0,
  104368. /** Down */
  104369. Down = 1,
  104370. /** Left */
  104371. Left = 2,
  104372. /** Right */
  104373. Right = 3
  104374. }
  104375. /**
  104376. * Defines a DualShock gamepad
  104377. */
  104378. export class DualShockPad extends Gamepad {
  104379. private _leftTrigger;
  104380. private _rightTrigger;
  104381. private _onlefttriggerchanged;
  104382. private _onrighttriggerchanged;
  104383. private _onbuttondown;
  104384. private _onbuttonup;
  104385. private _ondpaddown;
  104386. private _ondpadup;
  104387. /** Observable raised when a button is pressed */
  104388. onButtonDownObservable: Observable<DualShockButton>;
  104389. /** Observable raised when a button is released */
  104390. onButtonUpObservable: Observable<DualShockButton>;
  104391. /** Observable raised when a pad is pressed */
  104392. onPadDownObservable: Observable<DualShockDpad>;
  104393. /** Observable raised when a pad is released */
  104394. onPadUpObservable: Observable<DualShockDpad>;
  104395. private _buttonCross;
  104396. private _buttonCircle;
  104397. private _buttonSquare;
  104398. private _buttonTriangle;
  104399. private _buttonShare;
  104400. private _buttonOptions;
  104401. private _buttonL1;
  104402. private _buttonR1;
  104403. private _buttonLeftStick;
  104404. private _buttonRightStick;
  104405. private _dPadUp;
  104406. private _dPadDown;
  104407. private _dPadLeft;
  104408. private _dPadRight;
  104409. /**
  104410. * Creates a new DualShock gamepad object
  104411. * @param id defines the id of this gamepad
  104412. * @param index defines its index
  104413. * @param gamepad defines the internal HTML gamepad object
  104414. */
  104415. constructor(id: string, index: number, gamepad: any);
  104416. /**
  104417. * Defines the callback to call when left trigger is pressed
  104418. * @param callback defines the callback to use
  104419. */
  104420. onlefttriggerchanged(callback: (value: number) => void): void;
  104421. /**
  104422. * Defines the callback to call when right trigger is pressed
  104423. * @param callback defines the callback to use
  104424. */
  104425. onrighttriggerchanged(callback: (value: number) => void): void;
  104426. /**
  104427. * Gets the left trigger value
  104428. */
  104429. /**
  104430. * Sets the left trigger value
  104431. */
  104432. leftTrigger: number;
  104433. /**
  104434. * Gets the right trigger value
  104435. */
  104436. /**
  104437. * Sets the right trigger value
  104438. */
  104439. rightTrigger: number;
  104440. /**
  104441. * Defines the callback to call when a button is pressed
  104442. * @param callback defines the callback to use
  104443. */
  104444. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104445. /**
  104446. * Defines the callback to call when a button is released
  104447. * @param callback defines the callback to use
  104448. */
  104449. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104450. /**
  104451. * Defines the callback to call when a pad is pressed
  104452. * @param callback defines the callback to use
  104453. */
  104454. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104455. /**
  104456. * Defines the callback to call when a pad is released
  104457. * @param callback defines the callback to use
  104458. */
  104459. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104460. private _setButtonValue;
  104461. private _setDPadValue;
  104462. /**
  104463. * Gets the value of the `Cross` button
  104464. */
  104465. /**
  104466. * Sets the value of the `Cross` button
  104467. */
  104468. buttonCross: number;
  104469. /**
  104470. * Gets the value of the `Circle` button
  104471. */
  104472. /**
  104473. * Sets the value of the `Circle` button
  104474. */
  104475. buttonCircle: number;
  104476. /**
  104477. * Gets the value of the `Square` button
  104478. */
  104479. /**
  104480. * Sets the value of the `Square` button
  104481. */
  104482. buttonSquare: number;
  104483. /**
  104484. * Gets the value of the `Triangle` button
  104485. */
  104486. /**
  104487. * Sets the value of the `Triangle` button
  104488. */
  104489. buttonTriangle: number;
  104490. /**
  104491. * Gets the value of the `Options` button
  104492. */
  104493. /**
  104494. * Sets the value of the `Options` button
  104495. */
  104496. buttonOptions: number;
  104497. /**
  104498. * Gets the value of the `Share` button
  104499. */
  104500. /**
  104501. * Sets the value of the `Share` button
  104502. */
  104503. buttonShare: number;
  104504. /**
  104505. * Gets the value of the `L1` button
  104506. */
  104507. /**
  104508. * Sets the value of the `L1` button
  104509. */
  104510. buttonL1: number;
  104511. /**
  104512. * Gets the value of the `R1` button
  104513. */
  104514. /**
  104515. * Sets the value of the `R1` button
  104516. */
  104517. buttonR1: number;
  104518. /**
  104519. * Gets the value of the Left joystick
  104520. */
  104521. /**
  104522. * Sets the value of the Left joystick
  104523. */
  104524. buttonLeftStick: number;
  104525. /**
  104526. * Gets the value of the Right joystick
  104527. */
  104528. /**
  104529. * Sets the value of the Right joystick
  104530. */
  104531. buttonRightStick: number;
  104532. /**
  104533. * Gets the value of D-pad up
  104534. */
  104535. /**
  104536. * Sets the value of D-pad up
  104537. */
  104538. dPadUp: number;
  104539. /**
  104540. * Gets the value of D-pad down
  104541. */
  104542. /**
  104543. * Sets the value of D-pad down
  104544. */
  104545. dPadDown: number;
  104546. /**
  104547. * Gets the value of D-pad left
  104548. */
  104549. /**
  104550. * Sets the value of D-pad left
  104551. */
  104552. dPadLeft: number;
  104553. /**
  104554. * Gets the value of D-pad right
  104555. */
  104556. /**
  104557. * Sets the value of D-pad right
  104558. */
  104559. dPadRight: number;
  104560. /**
  104561. * Force the gamepad to synchronize with device values
  104562. */
  104563. update(): void;
  104564. /**
  104565. * Disposes the gamepad
  104566. */
  104567. dispose(): void;
  104568. }
  104569. }
  104570. declare module BABYLON {
  104571. /**
  104572. * Manager for handling gamepads
  104573. */
  104574. export class GamepadManager {
  104575. private _scene?;
  104576. private _babylonGamepads;
  104577. private _oneGamepadConnected;
  104578. /** @hidden */
  104579. _isMonitoring: boolean;
  104580. private _gamepadEventSupported;
  104581. private _gamepadSupport;
  104582. /**
  104583. * observable to be triggered when the gamepad controller has been connected
  104584. */
  104585. onGamepadConnectedObservable: Observable<Gamepad>;
  104586. /**
  104587. * observable to be triggered when the gamepad controller has been disconnected
  104588. */
  104589. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104590. private _onGamepadConnectedEvent;
  104591. private _onGamepadDisconnectedEvent;
  104592. /**
  104593. * Initializes the gamepad manager
  104594. * @param _scene BabylonJS scene
  104595. */
  104596. constructor(_scene?: Scene | undefined);
  104597. /**
  104598. * The gamepads in the game pad manager
  104599. */
  104600. readonly gamepads: Gamepad[];
  104601. /**
  104602. * Get the gamepad controllers based on type
  104603. * @param type The type of gamepad controller
  104604. * @returns Nullable gamepad
  104605. */
  104606. getGamepadByType(type?: number): Nullable<Gamepad>;
  104607. /**
  104608. * Disposes the gamepad manager
  104609. */
  104610. dispose(): void;
  104611. private _addNewGamepad;
  104612. private _startMonitoringGamepads;
  104613. private _stopMonitoringGamepads;
  104614. /** @hidden */
  104615. _checkGamepadsStatus(): void;
  104616. private _updateGamepadObjects;
  104617. }
  104618. }
  104619. declare module BABYLON {
  104620. interface Scene {
  104621. /** @hidden */
  104622. _gamepadManager: Nullable<GamepadManager>;
  104623. /**
  104624. * Gets the gamepad manager associated with the scene
  104625. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104626. */
  104627. gamepadManager: GamepadManager;
  104628. }
  104629. /**
  104630. * Interface representing a free camera inputs manager
  104631. */
  104632. interface FreeCameraInputsManager {
  104633. /**
  104634. * Adds gamepad input support to the FreeCameraInputsManager.
  104635. * @returns the FreeCameraInputsManager
  104636. */
  104637. addGamepad(): FreeCameraInputsManager;
  104638. }
  104639. /**
  104640. * Interface representing an arc rotate camera inputs manager
  104641. */
  104642. interface ArcRotateCameraInputsManager {
  104643. /**
  104644. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104645. * @returns the camera inputs manager
  104646. */
  104647. addGamepad(): ArcRotateCameraInputsManager;
  104648. }
  104649. /**
  104650. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104651. */
  104652. export class GamepadSystemSceneComponent implements ISceneComponent {
  104653. /**
  104654. * The component name helpfull to identify the component in the list of scene components.
  104655. */
  104656. readonly name: string;
  104657. /**
  104658. * The scene the component belongs to.
  104659. */
  104660. scene: Scene;
  104661. /**
  104662. * Creates a new instance of the component for the given scene
  104663. * @param scene Defines the scene to register the component in
  104664. */
  104665. constructor(scene: Scene);
  104666. /**
  104667. * Registers the component in a given scene
  104668. */
  104669. register(): void;
  104670. /**
  104671. * Rebuilds the elements related to this component in case of
  104672. * context lost for instance.
  104673. */
  104674. rebuild(): void;
  104675. /**
  104676. * Disposes the component and the associated ressources
  104677. */
  104678. dispose(): void;
  104679. private _beforeCameraUpdate;
  104680. }
  104681. }
  104682. declare module BABYLON {
  104683. /**
  104684. * 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,
  104685. * which still works and will still be found in many Playgrounds.
  104686. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104687. */
  104688. export class UniversalCamera extends TouchCamera {
  104689. /**
  104690. * Defines the gamepad rotation sensiblity.
  104691. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104692. */
  104693. gamepadAngularSensibility: number;
  104694. /**
  104695. * Defines the gamepad move sensiblity.
  104696. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104697. */
  104698. gamepadMoveSensibility: number;
  104699. /**
  104700. * 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,
  104701. * which still works and will still be found in many Playgrounds.
  104702. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104703. * @param name Define the name of the camera in the scene
  104704. * @param position Define the start position of the camera in the scene
  104705. * @param scene Define the scene the camera belongs to
  104706. */
  104707. constructor(name: string, position: Vector3, scene: Scene);
  104708. /**
  104709. * Gets the current object class name.
  104710. * @return the class name
  104711. */
  104712. getClassName(): string;
  104713. }
  104714. }
  104715. declare module BABYLON {
  104716. /**
  104717. * This represents a FPS type of camera. This is only here for back compat purpose.
  104718. * Please use the UniversalCamera instead as both are identical.
  104719. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104720. */
  104721. export class GamepadCamera extends UniversalCamera {
  104722. /**
  104723. * Instantiates a new Gamepad Camera
  104724. * This represents a FPS type of camera. This is only here for back compat purpose.
  104725. * Please use the UniversalCamera instead as both are identical.
  104726. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104727. * @param name Define the name of the camera in the scene
  104728. * @param position Define the start position of the camera in the scene
  104729. * @param scene Define the scene the camera belongs to
  104730. */
  104731. constructor(name: string, position: Vector3, scene: Scene);
  104732. /**
  104733. * Gets the current object class name.
  104734. * @return the class name
  104735. */
  104736. getClassName(): string;
  104737. }
  104738. }
  104739. declare module BABYLON {
  104740. /** @hidden */
  104741. export var passPixelShader: {
  104742. name: string;
  104743. shader: string;
  104744. };
  104745. }
  104746. declare module BABYLON {
  104747. /** @hidden */
  104748. export var passCubePixelShader: {
  104749. name: string;
  104750. shader: string;
  104751. };
  104752. }
  104753. declare module BABYLON {
  104754. /**
  104755. * PassPostProcess which produces an output the same as it's input
  104756. */
  104757. export class PassPostProcess extends PostProcess {
  104758. /**
  104759. * Creates the PassPostProcess
  104760. * @param name The name of the effect.
  104761. * @param options The required width/height ratio to downsize to before computing the render pass.
  104762. * @param camera The camera to apply the render pass to.
  104763. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104764. * @param engine The engine which the post process will be applied. (default: current engine)
  104765. * @param reusable If the post process can be reused on the same frame. (default: false)
  104766. * @param textureType The type of texture to be used when performing the post processing.
  104767. * @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)
  104768. */
  104769. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104770. }
  104771. /**
  104772. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104773. */
  104774. export class PassCubePostProcess extends PostProcess {
  104775. private _face;
  104776. /**
  104777. * Gets or sets the cube face to display.
  104778. * * 0 is +X
  104779. * * 1 is -X
  104780. * * 2 is +Y
  104781. * * 3 is -Y
  104782. * * 4 is +Z
  104783. * * 5 is -Z
  104784. */
  104785. face: number;
  104786. /**
  104787. * Creates the PassCubePostProcess
  104788. * @param name The name of the effect.
  104789. * @param options The required width/height ratio to downsize to before computing the render pass.
  104790. * @param camera The camera to apply the render pass to.
  104791. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104792. * @param engine The engine which the post process will be applied. (default: current engine)
  104793. * @param reusable If the post process can be reused on the same frame. (default: false)
  104794. * @param textureType The type of texture to be used when performing the post processing.
  104795. * @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)
  104796. */
  104797. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104798. }
  104799. }
  104800. declare module BABYLON {
  104801. /** @hidden */
  104802. export var anaglyphPixelShader: {
  104803. name: string;
  104804. shader: string;
  104805. };
  104806. }
  104807. declare module BABYLON {
  104808. /**
  104809. * Postprocess used to generate anaglyphic rendering
  104810. */
  104811. export class AnaglyphPostProcess extends PostProcess {
  104812. private _passedProcess;
  104813. /**
  104814. * Creates a new AnaglyphPostProcess
  104815. * @param name defines postprocess name
  104816. * @param options defines creation options or target ratio scale
  104817. * @param rigCameras defines cameras using this postprocess
  104818. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104819. * @param engine defines hosting engine
  104820. * @param reusable defines if the postprocess will be reused multiple times per frame
  104821. */
  104822. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104823. }
  104824. }
  104825. declare module BABYLON {
  104826. /**
  104827. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104828. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104829. */
  104830. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104831. /**
  104832. * Creates a new AnaglyphArcRotateCamera
  104833. * @param name defines camera name
  104834. * @param alpha defines alpha angle (in radians)
  104835. * @param beta defines beta angle (in radians)
  104836. * @param radius defines radius
  104837. * @param target defines camera target
  104838. * @param interaxialDistance defines distance between each color axis
  104839. * @param scene defines the hosting scene
  104840. */
  104841. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104842. /**
  104843. * Gets camera class name
  104844. * @returns AnaglyphArcRotateCamera
  104845. */
  104846. getClassName(): string;
  104847. }
  104848. }
  104849. declare module BABYLON {
  104850. /**
  104851. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104852. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104853. */
  104854. export class AnaglyphFreeCamera extends FreeCamera {
  104855. /**
  104856. * Creates a new AnaglyphFreeCamera
  104857. * @param name defines camera name
  104858. * @param position defines initial position
  104859. * @param interaxialDistance defines distance between each color axis
  104860. * @param scene defines the hosting scene
  104861. */
  104862. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104863. /**
  104864. * Gets camera class name
  104865. * @returns AnaglyphFreeCamera
  104866. */
  104867. getClassName(): string;
  104868. }
  104869. }
  104870. declare module BABYLON {
  104871. /**
  104872. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104873. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104874. */
  104875. export class AnaglyphGamepadCamera extends GamepadCamera {
  104876. /**
  104877. * Creates a new AnaglyphGamepadCamera
  104878. * @param name defines camera name
  104879. * @param position defines initial position
  104880. * @param interaxialDistance defines distance between each color axis
  104881. * @param scene defines the hosting scene
  104882. */
  104883. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104884. /**
  104885. * Gets camera class name
  104886. * @returns AnaglyphGamepadCamera
  104887. */
  104888. getClassName(): string;
  104889. }
  104890. }
  104891. declare module BABYLON {
  104892. /**
  104893. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104894. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104895. */
  104896. export class AnaglyphUniversalCamera extends UniversalCamera {
  104897. /**
  104898. * Creates a new AnaglyphUniversalCamera
  104899. * @param name defines camera name
  104900. * @param position defines initial position
  104901. * @param interaxialDistance defines distance between each color axis
  104902. * @param scene defines the hosting scene
  104903. */
  104904. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104905. /**
  104906. * Gets camera class name
  104907. * @returns AnaglyphUniversalCamera
  104908. */
  104909. getClassName(): string;
  104910. }
  104911. }
  104912. declare module BABYLON {
  104913. /** @hidden */
  104914. export var stereoscopicInterlacePixelShader: {
  104915. name: string;
  104916. shader: string;
  104917. };
  104918. }
  104919. declare module BABYLON {
  104920. /**
  104921. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104922. */
  104923. export class StereoscopicInterlacePostProcess extends PostProcess {
  104924. private _stepSize;
  104925. private _passedProcess;
  104926. /**
  104927. * Initializes a StereoscopicInterlacePostProcess
  104928. * @param name The name of the effect.
  104929. * @param rigCameras The rig cameras to be appled to the post process
  104930. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104931. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104932. * @param engine The engine which the post process will be applied. (default: current engine)
  104933. * @param reusable If the post process can be reused on the same frame. (default: false)
  104934. */
  104935. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104936. }
  104937. }
  104938. declare module BABYLON {
  104939. /**
  104940. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104941. * @see http://doc.babylonjs.com/features/cameras
  104942. */
  104943. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104944. /**
  104945. * Creates a new StereoscopicArcRotateCamera
  104946. * @param name defines camera name
  104947. * @param alpha defines alpha angle (in radians)
  104948. * @param beta defines beta angle (in radians)
  104949. * @param radius defines radius
  104950. * @param target defines camera target
  104951. * @param interaxialDistance defines distance between each color axis
  104952. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104953. * @param scene defines the hosting scene
  104954. */
  104955. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104956. /**
  104957. * Gets camera class name
  104958. * @returns StereoscopicArcRotateCamera
  104959. */
  104960. getClassName(): string;
  104961. }
  104962. }
  104963. declare module BABYLON {
  104964. /**
  104965. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104966. * @see http://doc.babylonjs.com/features/cameras
  104967. */
  104968. export class StereoscopicFreeCamera extends FreeCamera {
  104969. /**
  104970. * Creates a new StereoscopicFreeCamera
  104971. * @param name defines camera name
  104972. * @param position defines initial position
  104973. * @param interaxialDistance defines distance between each color axis
  104974. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104975. * @param scene defines the hosting scene
  104976. */
  104977. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104978. /**
  104979. * Gets camera class name
  104980. * @returns StereoscopicFreeCamera
  104981. */
  104982. getClassName(): string;
  104983. }
  104984. }
  104985. declare module BABYLON {
  104986. /**
  104987. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104988. * @see http://doc.babylonjs.com/features/cameras
  104989. */
  104990. export class StereoscopicGamepadCamera extends GamepadCamera {
  104991. /**
  104992. * Creates a new StereoscopicGamepadCamera
  104993. * @param name defines camera name
  104994. * @param position defines initial position
  104995. * @param interaxialDistance defines distance between each color axis
  104996. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104997. * @param scene defines the hosting scene
  104998. */
  104999. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105000. /**
  105001. * Gets camera class name
  105002. * @returns StereoscopicGamepadCamera
  105003. */
  105004. getClassName(): string;
  105005. }
  105006. }
  105007. declare module BABYLON {
  105008. /**
  105009. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105010. * @see http://doc.babylonjs.com/features/cameras
  105011. */
  105012. export class StereoscopicUniversalCamera extends UniversalCamera {
  105013. /**
  105014. * Creates a new StereoscopicUniversalCamera
  105015. * @param name defines camera name
  105016. * @param position defines initial position
  105017. * @param interaxialDistance defines distance between each color axis
  105018. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105019. * @param scene defines the hosting scene
  105020. */
  105021. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105022. /**
  105023. * Gets camera class name
  105024. * @returns StereoscopicUniversalCamera
  105025. */
  105026. getClassName(): string;
  105027. }
  105028. }
  105029. declare module BABYLON {
  105030. /**
  105031. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  105032. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105033. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105034. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105035. */
  105036. export class VirtualJoysticksCamera extends FreeCamera {
  105037. /**
  105038. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  105039. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105040. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105041. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105042. * @param name Define the name of the camera in the scene
  105043. * @param position Define the start position of the camera in the scene
  105044. * @param scene Define the scene the camera belongs to
  105045. */
  105046. constructor(name: string, position: Vector3, scene: Scene);
  105047. /**
  105048. * Gets the current object class name.
  105049. * @return the class name
  105050. */
  105051. getClassName(): string;
  105052. }
  105053. }
  105054. declare module BABYLON {
  105055. /**
  105056. * This represents all the required metrics to create a VR camera.
  105057. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105058. */
  105059. export class VRCameraMetrics {
  105060. /**
  105061. * Define the horizontal resolution off the screen.
  105062. */
  105063. hResolution: number;
  105064. /**
  105065. * Define the vertical resolution off the screen.
  105066. */
  105067. vResolution: number;
  105068. /**
  105069. * Define the horizontal screen size.
  105070. */
  105071. hScreenSize: number;
  105072. /**
  105073. * Define the vertical screen size.
  105074. */
  105075. vScreenSize: number;
  105076. /**
  105077. * Define the vertical screen center position.
  105078. */
  105079. vScreenCenter: number;
  105080. /**
  105081. * Define the distance of the eyes to the screen.
  105082. */
  105083. eyeToScreenDistance: number;
  105084. /**
  105085. * Define the distance between both lenses
  105086. */
  105087. lensSeparationDistance: number;
  105088. /**
  105089. * Define the distance between both viewer's eyes.
  105090. */
  105091. interpupillaryDistance: number;
  105092. /**
  105093. * Define the distortion factor of the VR postprocess.
  105094. * Please, touch with care.
  105095. */
  105096. distortionK: number[];
  105097. /**
  105098. * Define the chromatic aberration correction factors for the VR post process.
  105099. */
  105100. chromaAbCorrection: number[];
  105101. /**
  105102. * Define the scale factor of the post process.
  105103. * The smaller the better but the slower.
  105104. */
  105105. postProcessScaleFactor: number;
  105106. /**
  105107. * Define an offset for the lens center.
  105108. */
  105109. lensCenterOffset: number;
  105110. /**
  105111. * Define if the current vr camera should compensate the distortion of the lense or not.
  105112. */
  105113. compensateDistortion: boolean;
  105114. /**
  105115. * Defines if multiview should be enabled when rendering (Default: false)
  105116. */
  105117. multiviewEnabled: boolean;
  105118. /**
  105119. * Gets the rendering aspect ratio based on the provided resolutions.
  105120. */
  105121. readonly aspectRatio: number;
  105122. /**
  105123. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105124. */
  105125. readonly aspectRatioFov: number;
  105126. /**
  105127. * @hidden
  105128. */
  105129. readonly leftHMatrix: Matrix;
  105130. /**
  105131. * @hidden
  105132. */
  105133. readonly rightHMatrix: Matrix;
  105134. /**
  105135. * @hidden
  105136. */
  105137. readonly leftPreViewMatrix: Matrix;
  105138. /**
  105139. * @hidden
  105140. */
  105141. readonly rightPreViewMatrix: Matrix;
  105142. /**
  105143. * Get the default VRMetrics based on the most generic setup.
  105144. * @returns the default vr metrics
  105145. */
  105146. static GetDefault(): VRCameraMetrics;
  105147. }
  105148. }
  105149. declare module BABYLON {
  105150. /** @hidden */
  105151. export var vrDistortionCorrectionPixelShader: {
  105152. name: string;
  105153. shader: string;
  105154. };
  105155. }
  105156. declare module BABYLON {
  105157. /**
  105158. * VRDistortionCorrectionPostProcess used for mobile VR
  105159. */
  105160. export class VRDistortionCorrectionPostProcess extends PostProcess {
  105161. private _isRightEye;
  105162. private _distortionFactors;
  105163. private _postProcessScaleFactor;
  105164. private _lensCenterOffset;
  105165. private _scaleIn;
  105166. private _scaleFactor;
  105167. private _lensCenter;
  105168. /**
  105169. * Initializes the VRDistortionCorrectionPostProcess
  105170. * @param name The name of the effect.
  105171. * @param camera The camera to apply the render pass to.
  105172. * @param isRightEye If this is for the right eye distortion
  105173. * @param vrMetrics All the required metrics for the VR camera
  105174. */
  105175. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  105176. }
  105177. }
  105178. declare module BABYLON {
  105179. /**
  105180. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105181. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105182. */
  105183. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105184. /**
  105185. * Creates a new VRDeviceOrientationArcRotateCamera
  105186. * @param name defines camera name
  105187. * @param alpha defines the camera rotation along the logitudinal axis
  105188. * @param beta defines the camera rotation along the latitudinal axis
  105189. * @param radius defines the camera distance from its target
  105190. * @param target defines the camera target
  105191. * @param scene defines the scene the camera belongs to
  105192. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105193. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105194. */
  105195. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105196. /**
  105197. * Gets camera class name
  105198. * @returns VRDeviceOrientationArcRotateCamera
  105199. */
  105200. getClassName(): string;
  105201. }
  105202. }
  105203. declare module BABYLON {
  105204. /**
  105205. * Camera used to simulate VR rendering (based on FreeCamera)
  105206. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105207. */
  105208. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105209. /**
  105210. * Creates a new VRDeviceOrientationFreeCamera
  105211. * @param name defines camera name
  105212. * @param position defines the start position of the camera
  105213. * @param scene defines the scene the camera belongs to
  105214. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105215. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105216. */
  105217. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105218. /**
  105219. * Gets camera class name
  105220. * @returns VRDeviceOrientationFreeCamera
  105221. */
  105222. getClassName(): string;
  105223. }
  105224. }
  105225. declare module BABYLON {
  105226. /**
  105227. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105228. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105229. */
  105230. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105231. /**
  105232. * Creates a new VRDeviceOrientationGamepadCamera
  105233. * @param name defines camera name
  105234. * @param position defines the start position of the camera
  105235. * @param scene defines the scene the camera belongs to
  105236. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105237. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105238. */
  105239. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105240. /**
  105241. * Gets camera class name
  105242. * @returns VRDeviceOrientationGamepadCamera
  105243. */
  105244. getClassName(): string;
  105245. }
  105246. }
  105247. declare module BABYLON {
  105248. /**
  105249. * Base class of materials working in push mode in babylon JS
  105250. * @hidden
  105251. */
  105252. export class PushMaterial extends Material {
  105253. protected _activeEffect: Effect;
  105254. protected _normalMatrix: Matrix;
  105255. /**
  105256. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105257. * This means that the material can keep using a previous shader while a new one is being compiled.
  105258. * This is mostly used when shader parallel compilation is supported (true by default)
  105259. */
  105260. allowShaderHotSwapping: boolean;
  105261. constructor(name: string, scene: Scene);
  105262. getEffect(): Effect;
  105263. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105264. /**
  105265. * Binds the given world matrix to the active effect
  105266. *
  105267. * @param world the matrix to bind
  105268. */
  105269. bindOnlyWorldMatrix(world: Matrix): void;
  105270. /**
  105271. * Binds the given normal matrix to the active effect
  105272. *
  105273. * @param normalMatrix the matrix to bind
  105274. */
  105275. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105276. bind(world: Matrix, mesh?: Mesh): void;
  105277. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105278. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105279. }
  105280. }
  105281. declare module BABYLON {
  105282. /**
  105283. * This groups all the flags used to control the materials channel.
  105284. */
  105285. export class MaterialFlags {
  105286. private static _DiffuseTextureEnabled;
  105287. /**
  105288. * Are diffuse textures enabled in the application.
  105289. */
  105290. static DiffuseTextureEnabled: boolean;
  105291. private static _AmbientTextureEnabled;
  105292. /**
  105293. * Are ambient textures enabled in the application.
  105294. */
  105295. static AmbientTextureEnabled: boolean;
  105296. private static _OpacityTextureEnabled;
  105297. /**
  105298. * Are opacity textures enabled in the application.
  105299. */
  105300. static OpacityTextureEnabled: boolean;
  105301. private static _ReflectionTextureEnabled;
  105302. /**
  105303. * Are reflection textures enabled in the application.
  105304. */
  105305. static ReflectionTextureEnabled: boolean;
  105306. private static _EmissiveTextureEnabled;
  105307. /**
  105308. * Are emissive textures enabled in the application.
  105309. */
  105310. static EmissiveTextureEnabled: boolean;
  105311. private static _SpecularTextureEnabled;
  105312. /**
  105313. * Are specular textures enabled in the application.
  105314. */
  105315. static SpecularTextureEnabled: boolean;
  105316. private static _BumpTextureEnabled;
  105317. /**
  105318. * Are bump textures enabled in the application.
  105319. */
  105320. static BumpTextureEnabled: boolean;
  105321. private static _LightmapTextureEnabled;
  105322. /**
  105323. * Are lightmap textures enabled in the application.
  105324. */
  105325. static LightmapTextureEnabled: boolean;
  105326. private static _RefractionTextureEnabled;
  105327. /**
  105328. * Are refraction textures enabled in the application.
  105329. */
  105330. static RefractionTextureEnabled: boolean;
  105331. private static _ColorGradingTextureEnabled;
  105332. /**
  105333. * Are color grading textures enabled in the application.
  105334. */
  105335. static ColorGradingTextureEnabled: boolean;
  105336. private static _FresnelEnabled;
  105337. /**
  105338. * Are fresnels enabled in the application.
  105339. */
  105340. static FresnelEnabled: boolean;
  105341. private static _ClearCoatTextureEnabled;
  105342. /**
  105343. * Are clear coat textures enabled in the application.
  105344. */
  105345. static ClearCoatTextureEnabled: boolean;
  105346. private static _ClearCoatBumpTextureEnabled;
  105347. /**
  105348. * Are clear coat bump textures enabled in the application.
  105349. */
  105350. static ClearCoatBumpTextureEnabled: boolean;
  105351. private static _ClearCoatTintTextureEnabled;
  105352. /**
  105353. * Are clear coat tint textures enabled in the application.
  105354. */
  105355. static ClearCoatTintTextureEnabled: boolean;
  105356. private static _SheenTextureEnabled;
  105357. /**
  105358. * Are sheen textures enabled in the application.
  105359. */
  105360. static SheenTextureEnabled: boolean;
  105361. private static _AnisotropicTextureEnabled;
  105362. /**
  105363. * Are anisotropic textures enabled in the application.
  105364. */
  105365. static AnisotropicTextureEnabled: boolean;
  105366. private static _ThicknessTextureEnabled;
  105367. /**
  105368. * Are thickness textures enabled in the application.
  105369. */
  105370. static ThicknessTextureEnabled: boolean;
  105371. }
  105372. }
  105373. declare module BABYLON {
  105374. /** @hidden */
  105375. export var defaultFragmentDeclaration: {
  105376. name: string;
  105377. shader: string;
  105378. };
  105379. }
  105380. declare module BABYLON {
  105381. /** @hidden */
  105382. export var defaultUboDeclaration: {
  105383. name: string;
  105384. shader: string;
  105385. };
  105386. }
  105387. declare module BABYLON {
  105388. /** @hidden */
  105389. export var lightFragmentDeclaration: {
  105390. name: string;
  105391. shader: string;
  105392. };
  105393. }
  105394. declare module BABYLON {
  105395. /** @hidden */
  105396. export var lightUboDeclaration: {
  105397. name: string;
  105398. shader: string;
  105399. };
  105400. }
  105401. declare module BABYLON {
  105402. /** @hidden */
  105403. export var lightsFragmentFunctions: {
  105404. name: string;
  105405. shader: string;
  105406. };
  105407. }
  105408. declare module BABYLON {
  105409. /** @hidden */
  105410. export var shadowsFragmentFunctions: {
  105411. name: string;
  105412. shader: string;
  105413. };
  105414. }
  105415. declare module BABYLON {
  105416. /** @hidden */
  105417. export var fresnelFunction: {
  105418. name: string;
  105419. shader: string;
  105420. };
  105421. }
  105422. declare module BABYLON {
  105423. /** @hidden */
  105424. export var reflectionFunction: {
  105425. name: string;
  105426. shader: string;
  105427. };
  105428. }
  105429. declare module BABYLON {
  105430. /** @hidden */
  105431. export var bumpFragmentFunctions: {
  105432. name: string;
  105433. shader: string;
  105434. };
  105435. }
  105436. declare module BABYLON {
  105437. /** @hidden */
  105438. export var logDepthDeclaration: {
  105439. name: string;
  105440. shader: string;
  105441. };
  105442. }
  105443. declare module BABYLON {
  105444. /** @hidden */
  105445. export var bumpFragment: {
  105446. name: string;
  105447. shader: string;
  105448. };
  105449. }
  105450. declare module BABYLON {
  105451. /** @hidden */
  105452. export var depthPrePass: {
  105453. name: string;
  105454. shader: string;
  105455. };
  105456. }
  105457. declare module BABYLON {
  105458. /** @hidden */
  105459. export var lightFragment: {
  105460. name: string;
  105461. shader: string;
  105462. };
  105463. }
  105464. declare module BABYLON {
  105465. /** @hidden */
  105466. export var logDepthFragment: {
  105467. name: string;
  105468. shader: string;
  105469. };
  105470. }
  105471. declare module BABYLON {
  105472. /** @hidden */
  105473. export var defaultPixelShader: {
  105474. name: string;
  105475. shader: string;
  105476. };
  105477. }
  105478. declare module BABYLON {
  105479. /** @hidden */
  105480. export var defaultVertexDeclaration: {
  105481. name: string;
  105482. shader: string;
  105483. };
  105484. }
  105485. declare module BABYLON {
  105486. /** @hidden */
  105487. export var bumpVertexDeclaration: {
  105488. name: string;
  105489. shader: string;
  105490. };
  105491. }
  105492. declare module BABYLON {
  105493. /** @hidden */
  105494. export var bumpVertex: {
  105495. name: string;
  105496. shader: string;
  105497. };
  105498. }
  105499. declare module BABYLON {
  105500. /** @hidden */
  105501. export var fogVertex: {
  105502. name: string;
  105503. shader: string;
  105504. };
  105505. }
  105506. declare module BABYLON {
  105507. /** @hidden */
  105508. export var shadowsVertex: {
  105509. name: string;
  105510. shader: string;
  105511. };
  105512. }
  105513. declare module BABYLON {
  105514. /** @hidden */
  105515. export var pointCloudVertex: {
  105516. name: string;
  105517. shader: string;
  105518. };
  105519. }
  105520. declare module BABYLON {
  105521. /** @hidden */
  105522. export var logDepthVertex: {
  105523. name: string;
  105524. shader: string;
  105525. };
  105526. }
  105527. declare module BABYLON {
  105528. /** @hidden */
  105529. export var defaultVertexShader: {
  105530. name: string;
  105531. shader: string;
  105532. };
  105533. }
  105534. declare module BABYLON {
  105535. /** @hidden */
  105536. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105537. MAINUV1: boolean;
  105538. MAINUV2: boolean;
  105539. DIFFUSE: boolean;
  105540. DIFFUSEDIRECTUV: number;
  105541. AMBIENT: boolean;
  105542. AMBIENTDIRECTUV: number;
  105543. OPACITY: boolean;
  105544. OPACITYDIRECTUV: number;
  105545. OPACITYRGB: boolean;
  105546. REFLECTION: boolean;
  105547. EMISSIVE: boolean;
  105548. EMISSIVEDIRECTUV: number;
  105549. SPECULAR: boolean;
  105550. SPECULARDIRECTUV: number;
  105551. BUMP: boolean;
  105552. BUMPDIRECTUV: number;
  105553. PARALLAX: boolean;
  105554. PARALLAXOCCLUSION: boolean;
  105555. SPECULAROVERALPHA: boolean;
  105556. CLIPPLANE: boolean;
  105557. CLIPPLANE2: boolean;
  105558. CLIPPLANE3: boolean;
  105559. CLIPPLANE4: boolean;
  105560. ALPHATEST: boolean;
  105561. DEPTHPREPASS: boolean;
  105562. ALPHAFROMDIFFUSE: boolean;
  105563. POINTSIZE: boolean;
  105564. FOG: boolean;
  105565. SPECULARTERM: boolean;
  105566. DIFFUSEFRESNEL: boolean;
  105567. OPACITYFRESNEL: boolean;
  105568. REFLECTIONFRESNEL: boolean;
  105569. REFRACTIONFRESNEL: boolean;
  105570. EMISSIVEFRESNEL: boolean;
  105571. FRESNEL: boolean;
  105572. NORMAL: boolean;
  105573. UV1: boolean;
  105574. UV2: boolean;
  105575. VERTEXCOLOR: boolean;
  105576. VERTEXALPHA: boolean;
  105577. NUM_BONE_INFLUENCERS: number;
  105578. BonesPerMesh: number;
  105579. BONETEXTURE: boolean;
  105580. INSTANCES: boolean;
  105581. GLOSSINESS: boolean;
  105582. ROUGHNESS: boolean;
  105583. EMISSIVEASILLUMINATION: boolean;
  105584. LINKEMISSIVEWITHDIFFUSE: boolean;
  105585. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105586. LIGHTMAP: boolean;
  105587. LIGHTMAPDIRECTUV: number;
  105588. OBJECTSPACE_NORMALMAP: boolean;
  105589. USELIGHTMAPASSHADOWMAP: boolean;
  105590. REFLECTIONMAP_3D: boolean;
  105591. REFLECTIONMAP_SPHERICAL: boolean;
  105592. REFLECTIONMAP_PLANAR: boolean;
  105593. REFLECTIONMAP_CUBIC: boolean;
  105594. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105595. REFLECTIONMAP_PROJECTION: boolean;
  105596. REFLECTIONMAP_SKYBOX: boolean;
  105597. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105598. REFLECTIONMAP_EXPLICIT: boolean;
  105599. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105600. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105601. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105602. INVERTCUBICMAP: boolean;
  105603. LOGARITHMICDEPTH: boolean;
  105604. REFRACTION: boolean;
  105605. REFRACTIONMAP_3D: boolean;
  105606. REFLECTIONOVERALPHA: boolean;
  105607. TWOSIDEDLIGHTING: boolean;
  105608. SHADOWFLOAT: boolean;
  105609. MORPHTARGETS: boolean;
  105610. MORPHTARGETS_NORMAL: boolean;
  105611. MORPHTARGETS_TANGENT: boolean;
  105612. MORPHTARGETS_UV: boolean;
  105613. NUM_MORPH_INFLUENCERS: number;
  105614. NONUNIFORMSCALING: boolean;
  105615. PREMULTIPLYALPHA: boolean;
  105616. IMAGEPROCESSING: boolean;
  105617. VIGNETTE: boolean;
  105618. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105619. VIGNETTEBLENDMODEOPAQUE: boolean;
  105620. TONEMAPPING: boolean;
  105621. TONEMAPPING_ACES: boolean;
  105622. CONTRAST: boolean;
  105623. COLORCURVES: boolean;
  105624. COLORGRADING: boolean;
  105625. COLORGRADING3D: boolean;
  105626. SAMPLER3DGREENDEPTH: boolean;
  105627. SAMPLER3DBGRMAP: boolean;
  105628. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105629. MULTIVIEW: boolean;
  105630. /**
  105631. * If the reflection texture on this material is in linear color space
  105632. * @hidden
  105633. */
  105634. IS_REFLECTION_LINEAR: boolean;
  105635. /**
  105636. * If the refraction texture on this material is in linear color space
  105637. * @hidden
  105638. */
  105639. IS_REFRACTION_LINEAR: boolean;
  105640. EXPOSURE: boolean;
  105641. constructor();
  105642. setReflectionMode(modeToEnable: string): void;
  105643. }
  105644. /**
  105645. * This is the default material used in Babylon. It is the best trade off between quality
  105646. * and performances.
  105647. * @see http://doc.babylonjs.com/babylon101/materials
  105648. */
  105649. export class StandardMaterial extends PushMaterial {
  105650. private _diffuseTexture;
  105651. /**
  105652. * The basic texture of the material as viewed under a light.
  105653. */
  105654. diffuseTexture: Nullable<BaseTexture>;
  105655. private _ambientTexture;
  105656. /**
  105657. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105658. */
  105659. ambientTexture: Nullable<BaseTexture>;
  105660. private _opacityTexture;
  105661. /**
  105662. * Define the transparency of the material from a texture.
  105663. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105664. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105665. */
  105666. opacityTexture: Nullable<BaseTexture>;
  105667. private _reflectionTexture;
  105668. /**
  105669. * Define the texture used to display the reflection.
  105670. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105671. */
  105672. reflectionTexture: Nullable<BaseTexture>;
  105673. private _emissiveTexture;
  105674. /**
  105675. * Define texture of the material as if self lit.
  105676. * This will be mixed in the final result even in the absence of light.
  105677. */
  105678. emissiveTexture: Nullable<BaseTexture>;
  105679. private _specularTexture;
  105680. /**
  105681. * Define how the color and intensity of the highlight given by the light in the material.
  105682. */
  105683. specularTexture: Nullable<BaseTexture>;
  105684. private _bumpTexture;
  105685. /**
  105686. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105687. * 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.
  105688. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105689. */
  105690. bumpTexture: Nullable<BaseTexture>;
  105691. private _lightmapTexture;
  105692. /**
  105693. * Complex lighting can be computationally expensive to compute at runtime.
  105694. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105695. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105696. */
  105697. lightmapTexture: Nullable<BaseTexture>;
  105698. private _refractionTexture;
  105699. /**
  105700. * Define the texture used to display the refraction.
  105701. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105702. */
  105703. refractionTexture: Nullable<BaseTexture>;
  105704. /**
  105705. * The color of the material lit by the environmental background lighting.
  105706. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105707. */
  105708. ambientColor: Color3;
  105709. /**
  105710. * The basic color of the material as viewed under a light.
  105711. */
  105712. diffuseColor: Color3;
  105713. /**
  105714. * Define how the color and intensity of the highlight given by the light in the material.
  105715. */
  105716. specularColor: Color3;
  105717. /**
  105718. * Define the color of the material as if self lit.
  105719. * This will be mixed in the final result even in the absence of light.
  105720. */
  105721. emissiveColor: Color3;
  105722. /**
  105723. * Defines how sharp are the highlights in the material.
  105724. * The bigger the value the sharper giving a more glossy feeling to the result.
  105725. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105726. */
  105727. specularPower: number;
  105728. private _useAlphaFromDiffuseTexture;
  105729. /**
  105730. * Does the transparency come from the diffuse texture alpha channel.
  105731. */
  105732. useAlphaFromDiffuseTexture: boolean;
  105733. private _useEmissiveAsIllumination;
  105734. /**
  105735. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105736. */
  105737. useEmissiveAsIllumination: boolean;
  105738. private _linkEmissiveWithDiffuse;
  105739. /**
  105740. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105741. * the emissive level when the final color is close to one.
  105742. */
  105743. linkEmissiveWithDiffuse: boolean;
  105744. private _useSpecularOverAlpha;
  105745. /**
  105746. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105747. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105748. */
  105749. useSpecularOverAlpha: boolean;
  105750. private _useReflectionOverAlpha;
  105751. /**
  105752. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105753. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105754. */
  105755. useReflectionOverAlpha: boolean;
  105756. private _disableLighting;
  105757. /**
  105758. * Does lights from the scene impacts this material.
  105759. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105760. */
  105761. disableLighting: boolean;
  105762. private _useObjectSpaceNormalMap;
  105763. /**
  105764. * Allows using an object space normal map (instead of tangent space).
  105765. */
  105766. useObjectSpaceNormalMap: boolean;
  105767. private _useParallax;
  105768. /**
  105769. * Is parallax enabled or not.
  105770. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105771. */
  105772. useParallax: boolean;
  105773. private _useParallaxOcclusion;
  105774. /**
  105775. * Is parallax occlusion enabled or not.
  105776. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105777. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105778. */
  105779. useParallaxOcclusion: boolean;
  105780. /**
  105781. * 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.
  105782. */
  105783. parallaxScaleBias: number;
  105784. private _roughness;
  105785. /**
  105786. * Helps to define how blurry the reflections should appears in the material.
  105787. */
  105788. roughness: number;
  105789. /**
  105790. * In case of refraction, define the value of the index of refraction.
  105791. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105792. */
  105793. indexOfRefraction: number;
  105794. /**
  105795. * Invert the refraction texture alongside the y axis.
  105796. * It can be useful with procedural textures or probe for instance.
  105797. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105798. */
  105799. invertRefractionY: boolean;
  105800. /**
  105801. * Defines the alpha limits in alpha test mode.
  105802. */
  105803. alphaCutOff: number;
  105804. private _useLightmapAsShadowmap;
  105805. /**
  105806. * In case of light mapping, define whether the map contains light or shadow informations.
  105807. */
  105808. useLightmapAsShadowmap: boolean;
  105809. private _diffuseFresnelParameters;
  105810. /**
  105811. * Define the diffuse fresnel parameters of the material.
  105812. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105813. */
  105814. diffuseFresnelParameters: FresnelParameters;
  105815. private _opacityFresnelParameters;
  105816. /**
  105817. * Define the opacity fresnel parameters of the material.
  105818. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105819. */
  105820. opacityFresnelParameters: FresnelParameters;
  105821. private _reflectionFresnelParameters;
  105822. /**
  105823. * Define the reflection fresnel parameters of the material.
  105824. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105825. */
  105826. reflectionFresnelParameters: FresnelParameters;
  105827. private _refractionFresnelParameters;
  105828. /**
  105829. * Define the refraction fresnel parameters of the material.
  105830. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105831. */
  105832. refractionFresnelParameters: FresnelParameters;
  105833. private _emissiveFresnelParameters;
  105834. /**
  105835. * Define the emissive fresnel parameters of the material.
  105836. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105837. */
  105838. emissiveFresnelParameters: FresnelParameters;
  105839. private _useReflectionFresnelFromSpecular;
  105840. /**
  105841. * If true automatically deducts the fresnels values from the material specularity.
  105842. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105843. */
  105844. useReflectionFresnelFromSpecular: boolean;
  105845. private _useGlossinessFromSpecularMapAlpha;
  105846. /**
  105847. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105848. */
  105849. useGlossinessFromSpecularMapAlpha: boolean;
  105850. private _maxSimultaneousLights;
  105851. /**
  105852. * Defines the maximum number of lights that can be used in the material
  105853. */
  105854. maxSimultaneousLights: number;
  105855. private _invertNormalMapX;
  105856. /**
  105857. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105858. */
  105859. invertNormalMapX: boolean;
  105860. private _invertNormalMapY;
  105861. /**
  105862. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105863. */
  105864. invertNormalMapY: boolean;
  105865. private _twoSidedLighting;
  105866. /**
  105867. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105868. */
  105869. twoSidedLighting: boolean;
  105870. /**
  105871. * Default configuration related to image processing available in the standard Material.
  105872. */
  105873. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105874. /**
  105875. * Gets the image processing configuration used either in this material.
  105876. */
  105877. /**
  105878. * Sets the Default image processing configuration used either in the this material.
  105879. *
  105880. * If sets to null, the scene one is in use.
  105881. */
  105882. imageProcessingConfiguration: ImageProcessingConfiguration;
  105883. /**
  105884. * Keep track of the image processing observer to allow dispose and replace.
  105885. */
  105886. private _imageProcessingObserver;
  105887. /**
  105888. * Attaches a new image processing configuration to the Standard Material.
  105889. * @param configuration
  105890. */
  105891. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105892. /**
  105893. * Gets wether the color curves effect is enabled.
  105894. */
  105895. /**
  105896. * Sets wether the color curves effect is enabled.
  105897. */
  105898. cameraColorCurvesEnabled: boolean;
  105899. /**
  105900. * Gets wether the color grading effect is enabled.
  105901. */
  105902. /**
  105903. * Gets wether the color grading effect is enabled.
  105904. */
  105905. cameraColorGradingEnabled: boolean;
  105906. /**
  105907. * Gets wether tonemapping is enabled or not.
  105908. */
  105909. /**
  105910. * Sets wether tonemapping is enabled or not
  105911. */
  105912. cameraToneMappingEnabled: boolean;
  105913. /**
  105914. * The camera exposure used on this material.
  105915. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105916. * This corresponds to a photographic exposure.
  105917. */
  105918. /**
  105919. * The camera exposure used on this material.
  105920. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105921. * This corresponds to a photographic exposure.
  105922. */
  105923. cameraExposure: number;
  105924. /**
  105925. * Gets The camera contrast used on this material.
  105926. */
  105927. /**
  105928. * Sets The camera contrast used on this material.
  105929. */
  105930. cameraContrast: number;
  105931. /**
  105932. * Gets the Color Grading 2D Lookup Texture.
  105933. */
  105934. /**
  105935. * Sets the Color Grading 2D Lookup Texture.
  105936. */
  105937. cameraColorGradingTexture: Nullable<BaseTexture>;
  105938. /**
  105939. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105940. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105941. * 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;
  105942. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105943. */
  105944. /**
  105945. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105946. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105947. * 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;
  105948. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105949. */
  105950. cameraColorCurves: Nullable<ColorCurves>;
  105951. /**
  105952. * Custom callback helping to override the default shader used in the material.
  105953. */
  105954. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105955. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105956. protected _worldViewProjectionMatrix: Matrix;
  105957. protected _globalAmbientColor: Color3;
  105958. protected _useLogarithmicDepth: boolean;
  105959. protected _rebuildInParallel: boolean;
  105960. /**
  105961. * Instantiates a new standard material.
  105962. * This is the default material used in Babylon. It is the best trade off between quality
  105963. * and performances.
  105964. * @see http://doc.babylonjs.com/babylon101/materials
  105965. * @param name Define the name of the material in the scene
  105966. * @param scene Define the scene the material belong to
  105967. */
  105968. constructor(name: string, scene: Scene);
  105969. /**
  105970. * Gets a boolean indicating that current material needs to register RTT
  105971. */
  105972. readonly hasRenderTargetTextures: boolean;
  105973. /**
  105974. * Gets the current class name of the material e.g. "StandardMaterial"
  105975. * Mainly use in serialization.
  105976. * @returns the class name
  105977. */
  105978. getClassName(): string;
  105979. /**
  105980. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105981. * You can try switching to logarithmic depth.
  105982. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105983. */
  105984. useLogarithmicDepth: boolean;
  105985. /**
  105986. * Specifies if the material will require alpha blending
  105987. * @returns a boolean specifying if alpha blending is needed
  105988. */
  105989. needAlphaBlending(): boolean;
  105990. /**
  105991. * Specifies if this material should be rendered in alpha test mode
  105992. * @returns a boolean specifying if an alpha test is needed.
  105993. */
  105994. needAlphaTesting(): boolean;
  105995. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105996. /**
  105997. * Get the texture used for alpha test purpose.
  105998. * @returns the diffuse texture in case of the standard material.
  105999. */
  106000. getAlphaTestTexture(): Nullable<BaseTexture>;
  106001. /**
  106002. * Get if the submesh is ready to be used and all its information available.
  106003. * Child classes can use it to update shaders
  106004. * @param mesh defines the mesh to check
  106005. * @param subMesh defines which submesh to check
  106006. * @param useInstances specifies that instances should be used
  106007. * @returns a boolean indicating that the submesh is ready or not
  106008. */
  106009. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  106010. /**
  106011. * Builds the material UBO layouts.
  106012. * Used internally during the effect preparation.
  106013. */
  106014. buildUniformLayout(): void;
  106015. /**
  106016. * Unbinds the material from the mesh
  106017. */
  106018. unbind(): void;
  106019. /**
  106020. * Binds the submesh to this material by preparing the effect and shader to draw
  106021. * @param world defines the world transformation matrix
  106022. * @param mesh defines the mesh containing the submesh
  106023. * @param subMesh defines the submesh to bind the material to
  106024. */
  106025. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  106026. /**
  106027. * Get the list of animatables in the material.
  106028. * @returns the list of animatables object used in the material
  106029. */
  106030. getAnimatables(): IAnimatable[];
  106031. /**
  106032. * Gets the active textures from the material
  106033. * @returns an array of textures
  106034. */
  106035. getActiveTextures(): BaseTexture[];
  106036. /**
  106037. * Specifies if the material uses a texture
  106038. * @param texture defines the texture to check against the material
  106039. * @returns a boolean specifying if the material uses the texture
  106040. */
  106041. hasTexture(texture: BaseTexture): boolean;
  106042. /**
  106043. * Disposes the material
  106044. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  106045. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  106046. */
  106047. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  106048. /**
  106049. * Makes a duplicate of the material, and gives it a new name
  106050. * @param name defines the new name for the duplicated material
  106051. * @returns the cloned material
  106052. */
  106053. clone(name: string): StandardMaterial;
  106054. /**
  106055. * Serializes this material in a JSON representation
  106056. * @returns the serialized material object
  106057. */
  106058. serialize(): any;
  106059. /**
  106060. * Creates a standard material from parsed material data
  106061. * @param source defines the JSON representation of the material
  106062. * @param scene defines the hosting scene
  106063. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  106064. * @returns a new standard material
  106065. */
  106066. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  106067. /**
  106068. * Are diffuse textures enabled in the application.
  106069. */
  106070. static DiffuseTextureEnabled: boolean;
  106071. /**
  106072. * Are ambient textures enabled in the application.
  106073. */
  106074. static AmbientTextureEnabled: boolean;
  106075. /**
  106076. * Are opacity textures enabled in the application.
  106077. */
  106078. static OpacityTextureEnabled: boolean;
  106079. /**
  106080. * Are reflection textures enabled in the application.
  106081. */
  106082. static ReflectionTextureEnabled: boolean;
  106083. /**
  106084. * Are emissive textures enabled in the application.
  106085. */
  106086. static EmissiveTextureEnabled: boolean;
  106087. /**
  106088. * Are specular textures enabled in the application.
  106089. */
  106090. static SpecularTextureEnabled: boolean;
  106091. /**
  106092. * Are bump textures enabled in the application.
  106093. */
  106094. static BumpTextureEnabled: boolean;
  106095. /**
  106096. * Are lightmap textures enabled in the application.
  106097. */
  106098. static LightmapTextureEnabled: boolean;
  106099. /**
  106100. * Are refraction textures enabled in the application.
  106101. */
  106102. static RefractionTextureEnabled: boolean;
  106103. /**
  106104. * Are color grading textures enabled in the application.
  106105. */
  106106. static ColorGradingTextureEnabled: boolean;
  106107. /**
  106108. * Are fresnels enabled in the application.
  106109. */
  106110. static FresnelEnabled: boolean;
  106111. }
  106112. }
  106113. declare module BABYLON {
  106114. /**
  106115. * A class extending Texture allowing drawing on a texture
  106116. * @see http://doc.babylonjs.com/how_to/dynamictexture
  106117. */
  106118. export class DynamicTexture extends Texture {
  106119. private _generateMipMaps;
  106120. private _canvas;
  106121. private _context;
  106122. private _engine;
  106123. /**
  106124. * Creates a DynamicTexture
  106125. * @param name defines the name of the texture
  106126. * @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
  106127. * @param scene defines the scene where you want the texture
  106128. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  106129. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  106130. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  106131. */
  106132. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  106133. /**
  106134. * Get the current class name of the texture useful for serialization or dynamic coding.
  106135. * @returns "DynamicTexture"
  106136. */
  106137. getClassName(): string;
  106138. /**
  106139. * Gets the current state of canRescale
  106140. */
  106141. readonly canRescale: boolean;
  106142. private _recreate;
  106143. /**
  106144. * Scales the texture
  106145. * @param ratio the scale factor to apply to both width and height
  106146. */
  106147. scale(ratio: number): void;
  106148. /**
  106149. * Resizes the texture
  106150. * @param width the new width
  106151. * @param height the new height
  106152. */
  106153. scaleTo(width: number, height: number): void;
  106154. /**
  106155. * Gets the context of the canvas used by the texture
  106156. * @returns the canvas context of the dynamic texture
  106157. */
  106158. getContext(): CanvasRenderingContext2D;
  106159. /**
  106160. * Clears the texture
  106161. */
  106162. clear(): void;
  106163. /**
  106164. * Updates the texture
  106165. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106166. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  106167. */
  106168. update(invertY?: boolean, premulAlpha?: boolean): void;
  106169. /**
  106170. * Draws text onto the texture
  106171. * @param text defines the text to be drawn
  106172. * @param x defines the placement of the text from the left
  106173. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  106174. * @param font defines the font to be used with font-style, font-size, font-name
  106175. * @param color defines the color used for the text
  106176. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  106177. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106178. * @param update defines whether texture is immediately update (default is true)
  106179. */
  106180. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  106181. /**
  106182. * Clones the texture
  106183. * @returns the clone of the texture.
  106184. */
  106185. clone(): DynamicTexture;
  106186. /**
  106187. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106188. * @returns a serialized dynamic texture object
  106189. */
  106190. serialize(): any;
  106191. /** @hidden */
  106192. _rebuild(): void;
  106193. }
  106194. }
  106195. declare module BABYLON {
  106196. /** @hidden */
  106197. export var imageProcessingPixelShader: {
  106198. name: string;
  106199. shader: string;
  106200. };
  106201. }
  106202. declare module BABYLON {
  106203. /**
  106204. * ImageProcessingPostProcess
  106205. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106206. */
  106207. export class ImageProcessingPostProcess extends PostProcess {
  106208. /**
  106209. * Default configuration related to image processing available in the PBR Material.
  106210. */
  106211. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106212. /**
  106213. * Gets the image processing configuration used either in this material.
  106214. */
  106215. /**
  106216. * Sets the Default image processing configuration used either in the this material.
  106217. *
  106218. * If sets to null, the scene one is in use.
  106219. */
  106220. imageProcessingConfiguration: ImageProcessingConfiguration;
  106221. /**
  106222. * Keep track of the image processing observer to allow dispose and replace.
  106223. */
  106224. private _imageProcessingObserver;
  106225. /**
  106226. * Attaches a new image processing configuration to the PBR Material.
  106227. * @param configuration
  106228. */
  106229. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106230. /**
  106231. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106232. */
  106233. /**
  106234. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106235. */
  106236. colorCurves: Nullable<ColorCurves>;
  106237. /**
  106238. * Gets wether the color curves effect is enabled.
  106239. */
  106240. /**
  106241. * Sets wether the color curves effect is enabled.
  106242. */
  106243. colorCurvesEnabled: boolean;
  106244. /**
  106245. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106246. */
  106247. /**
  106248. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106249. */
  106250. colorGradingTexture: Nullable<BaseTexture>;
  106251. /**
  106252. * Gets wether the color grading effect is enabled.
  106253. */
  106254. /**
  106255. * Gets wether the color grading effect is enabled.
  106256. */
  106257. colorGradingEnabled: boolean;
  106258. /**
  106259. * Gets exposure used in the effect.
  106260. */
  106261. /**
  106262. * Sets exposure used in the effect.
  106263. */
  106264. exposure: number;
  106265. /**
  106266. * Gets wether tonemapping is enabled or not.
  106267. */
  106268. /**
  106269. * Sets wether tonemapping is enabled or not
  106270. */
  106271. toneMappingEnabled: boolean;
  106272. /**
  106273. * Gets the type of tone mapping effect.
  106274. */
  106275. /**
  106276. * Sets the type of tone mapping effect.
  106277. */
  106278. toneMappingType: number;
  106279. /**
  106280. * Gets contrast used in the effect.
  106281. */
  106282. /**
  106283. * Sets contrast used in the effect.
  106284. */
  106285. contrast: number;
  106286. /**
  106287. * Gets Vignette stretch size.
  106288. */
  106289. /**
  106290. * Sets Vignette stretch size.
  106291. */
  106292. vignetteStretch: number;
  106293. /**
  106294. * Gets Vignette centre X Offset.
  106295. */
  106296. /**
  106297. * Sets Vignette centre X Offset.
  106298. */
  106299. vignetteCentreX: number;
  106300. /**
  106301. * Gets Vignette centre Y Offset.
  106302. */
  106303. /**
  106304. * Sets Vignette centre Y Offset.
  106305. */
  106306. vignetteCentreY: number;
  106307. /**
  106308. * Gets Vignette weight or intensity of the vignette effect.
  106309. */
  106310. /**
  106311. * Sets Vignette weight or intensity of the vignette effect.
  106312. */
  106313. vignetteWeight: number;
  106314. /**
  106315. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106316. * if vignetteEnabled is set to true.
  106317. */
  106318. /**
  106319. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106320. * if vignetteEnabled is set to true.
  106321. */
  106322. vignetteColor: Color4;
  106323. /**
  106324. * Gets Camera field of view used by the Vignette effect.
  106325. */
  106326. /**
  106327. * Sets Camera field of view used by the Vignette effect.
  106328. */
  106329. vignetteCameraFov: number;
  106330. /**
  106331. * Gets the vignette blend mode allowing different kind of effect.
  106332. */
  106333. /**
  106334. * Sets the vignette blend mode allowing different kind of effect.
  106335. */
  106336. vignetteBlendMode: number;
  106337. /**
  106338. * Gets wether the vignette effect is enabled.
  106339. */
  106340. /**
  106341. * Sets wether the vignette effect is enabled.
  106342. */
  106343. vignetteEnabled: boolean;
  106344. private _fromLinearSpace;
  106345. /**
  106346. * Gets wether the input of the processing is in Gamma or Linear Space.
  106347. */
  106348. /**
  106349. * Sets wether the input of the processing is in Gamma or Linear Space.
  106350. */
  106351. fromLinearSpace: boolean;
  106352. /**
  106353. * Defines cache preventing GC.
  106354. */
  106355. private _defines;
  106356. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106357. /**
  106358. * "ImageProcessingPostProcess"
  106359. * @returns "ImageProcessingPostProcess"
  106360. */
  106361. getClassName(): string;
  106362. protected _updateParameters(): void;
  106363. dispose(camera?: Camera): void;
  106364. }
  106365. }
  106366. declare module BABYLON {
  106367. /**
  106368. * Class containing static functions to help procedurally build meshes
  106369. */
  106370. export class GroundBuilder {
  106371. /**
  106372. * Creates a ground mesh
  106373. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106374. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106375. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106376. * @param name defines the name of the mesh
  106377. * @param options defines the options used to create the mesh
  106378. * @param scene defines the hosting scene
  106379. * @returns the ground mesh
  106380. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106381. */
  106382. static CreateGround(name: string, options: {
  106383. width?: number;
  106384. height?: number;
  106385. subdivisions?: number;
  106386. subdivisionsX?: number;
  106387. subdivisionsY?: number;
  106388. updatable?: boolean;
  106389. }, scene: any): Mesh;
  106390. /**
  106391. * Creates a tiled ground mesh
  106392. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106393. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106394. * * 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
  106395. * * 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
  106396. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106397. * @param name defines the name of the mesh
  106398. * @param options defines the options used to create the mesh
  106399. * @param scene defines the hosting scene
  106400. * @returns the tiled ground mesh
  106401. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106402. */
  106403. static CreateTiledGround(name: string, options: {
  106404. xmin: number;
  106405. zmin: number;
  106406. xmax: number;
  106407. zmax: number;
  106408. subdivisions?: {
  106409. w: number;
  106410. h: number;
  106411. };
  106412. precision?: {
  106413. w: number;
  106414. h: number;
  106415. };
  106416. updatable?: boolean;
  106417. }, scene?: Nullable<Scene>): Mesh;
  106418. /**
  106419. * Creates a ground mesh from a height map
  106420. * * The parameter `url` sets the URL of the height map image resource.
  106421. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106422. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106423. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106424. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106425. * * 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.
  106426. * * 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).
  106427. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106428. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106429. * @param name defines the name of the mesh
  106430. * @param url defines the url to the height map
  106431. * @param options defines the options used to create the mesh
  106432. * @param scene defines the hosting scene
  106433. * @returns the ground mesh
  106434. * @see https://doc.babylonjs.com/babylon101/height_map
  106435. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106436. */
  106437. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106438. width?: number;
  106439. height?: number;
  106440. subdivisions?: number;
  106441. minHeight?: number;
  106442. maxHeight?: number;
  106443. colorFilter?: Color3;
  106444. alphaFilter?: number;
  106445. updatable?: boolean;
  106446. onReady?: (mesh: GroundMesh) => void;
  106447. }, scene?: Nullable<Scene>): GroundMesh;
  106448. }
  106449. }
  106450. declare module BABYLON {
  106451. /**
  106452. * Class containing static functions to help procedurally build meshes
  106453. */
  106454. export class TorusBuilder {
  106455. /**
  106456. * Creates a torus mesh
  106457. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106458. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106459. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106460. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106461. * * If you create a double-sided mesh, you can choose what parts of 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
  106462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106463. * @param name defines the name of the mesh
  106464. * @param options defines the options used to create the mesh
  106465. * @param scene defines the hosting scene
  106466. * @returns the torus mesh
  106467. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106468. */
  106469. static CreateTorus(name: string, options: {
  106470. diameter?: number;
  106471. thickness?: number;
  106472. tessellation?: number;
  106473. updatable?: boolean;
  106474. sideOrientation?: number;
  106475. frontUVs?: Vector4;
  106476. backUVs?: Vector4;
  106477. }, scene: any): Mesh;
  106478. }
  106479. }
  106480. declare module BABYLON {
  106481. /**
  106482. * Class containing static functions to help procedurally build meshes
  106483. */
  106484. export class CylinderBuilder {
  106485. /**
  106486. * Creates a cylinder or a cone mesh
  106487. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106488. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106489. * * 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.
  106490. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106491. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106492. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106493. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106494. * * 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).
  106495. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106496. * * 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).
  106497. * * 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
  106498. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106499. * * 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
  106500. * * 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.
  106501. * * If `enclose` is false, a ring surface is one element.
  106502. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106503. * * 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
  106504. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106505. * * If you create a double-sided mesh, you can choose what parts of 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
  106506. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106507. * @param name defines the name of the mesh
  106508. * @param options defines the options used to create the mesh
  106509. * @param scene defines the hosting scene
  106510. * @returns the cylinder mesh
  106511. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106512. */
  106513. static CreateCylinder(name: string, options: {
  106514. height?: number;
  106515. diameterTop?: number;
  106516. diameterBottom?: number;
  106517. diameter?: number;
  106518. tessellation?: number;
  106519. subdivisions?: number;
  106520. arc?: number;
  106521. faceColors?: Color4[];
  106522. faceUV?: Vector4[];
  106523. updatable?: boolean;
  106524. hasRings?: boolean;
  106525. enclose?: boolean;
  106526. cap?: number;
  106527. sideOrientation?: number;
  106528. frontUVs?: Vector4;
  106529. backUVs?: Vector4;
  106530. }, scene: any): Mesh;
  106531. }
  106532. }
  106533. declare module BABYLON {
  106534. /**
  106535. * Options to modify the vr teleportation behavior.
  106536. */
  106537. export interface VRTeleportationOptions {
  106538. /**
  106539. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106540. */
  106541. floorMeshName?: string;
  106542. /**
  106543. * A list of meshes to be used as the teleportation floor. (default: empty)
  106544. */
  106545. floorMeshes?: Mesh[];
  106546. }
  106547. /**
  106548. * Options to modify the vr experience helper's behavior.
  106549. */
  106550. export interface VRExperienceHelperOptions extends WebVROptions {
  106551. /**
  106552. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106553. */
  106554. createDeviceOrientationCamera?: boolean;
  106555. /**
  106556. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106557. */
  106558. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106559. /**
  106560. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106561. */
  106562. laserToggle?: boolean;
  106563. /**
  106564. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106565. */
  106566. floorMeshes?: Mesh[];
  106567. /**
  106568. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106569. */
  106570. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106571. }
  106572. /**
  106573. * Event containing information after VR has been entered
  106574. */
  106575. export class OnAfterEnteringVRObservableEvent {
  106576. /**
  106577. * If entering vr was successful
  106578. */
  106579. success: boolean;
  106580. }
  106581. /**
  106582. * Helps to quickly add VR support to an existing scene.
  106583. * See http://doc.babylonjs.com/how_to/webvr_helper
  106584. */
  106585. export class VRExperienceHelper {
  106586. /** Options to modify the vr experience helper's behavior. */
  106587. webVROptions: VRExperienceHelperOptions;
  106588. private _scene;
  106589. private _position;
  106590. private _btnVR;
  106591. private _btnVRDisplayed;
  106592. private _webVRsupported;
  106593. private _webVRready;
  106594. private _webVRrequesting;
  106595. private _webVRpresenting;
  106596. private _hasEnteredVR;
  106597. private _fullscreenVRpresenting;
  106598. private _canvas;
  106599. private _webVRCamera;
  106600. private _vrDeviceOrientationCamera;
  106601. private _deviceOrientationCamera;
  106602. private _existingCamera;
  106603. private _onKeyDown;
  106604. private _onVrDisplayPresentChange;
  106605. private _onVRDisplayChanged;
  106606. private _onVRRequestPresentStart;
  106607. private _onVRRequestPresentComplete;
  106608. /**
  106609. * 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)
  106610. */
  106611. enableGazeEvenWhenNoPointerLock: boolean;
  106612. /**
  106613. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106614. */
  106615. exitVROnDoubleTap: boolean;
  106616. /**
  106617. * Observable raised right before entering VR.
  106618. */
  106619. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106620. /**
  106621. * Observable raised when entering VR has completed.
  106622. */
  106623. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106624. /**
  106625. * Observable raised when exiting VR.
  106626. */
  106627. onExitingVRObservable: Observable<VRExperienceHelper>;
  106628. /**
  106629. * Observable raised when controller mesh is loaded.
  106630. */
  106631. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106632. /** Return this.onEnteringVRObservable
  106633. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106634. */
  106635. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106636. /** Return this.onExitingVRObservable
  106637. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106638. */
  106639. readonly onExitingVR: Observable<VRExperienceHelper>;
  106640. /** Return this.onControllerMeshLoadedObservable
  106641. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106642. */
  106643. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106644. private _rayLength;
  106645. private _useCustomVRButton;
  106646. private _teleportationRequested;
  106647. private _teleportActive;
  106648. private _floorMeshName;
  106649. private _floorMeshesCollection;
  106650. private _rotationAllowed;
  106651. private _teleportBackwardsVector;
  106652. private _teleportationTarget;
  106653. private _isDefaultTeleportationTarget;
  106654. private _postProcessMove;
  106655. private _teleportationFillColor;
  106656. private _teleportationBorderColor;
  106657. private _rotationAngle;
  106658. private _haloCenter;
  106659. private _cameraGazer;
  106660. private _padSensibilityUp;
  106661. private _padSensibilityDown;
  106662. private _leftController;
  106663. private _rightController;
  106664. /**
  106665. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106666. */
  106667. onNewMeshSelected: Observable<AbstractMesh>;
  106668. /**
  106669. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106670. * This observable will provide the mesh and the controller used to select the mesh
  106671. */
  106672. onMeshSelectedWithController: Observable<{
  106673. mesh: AbstractMesh;
  106674. controller: WebVRController;
  106675. }>;
  106676. /**
  106677. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106678. */
  106679. onNewMeshPicked: Observable<PickingInfo>;
  106680. private _circleEase;
  106681. /**
  106682. * Observable raised before camera teleportation
  106683. */
  106684. onBeforeCameraTeleport: Observable<Vector3>;
  106685. /**
  106686. * Observable raised after camera teleportation
  106687. */
  106688. onAfterCameraTeleport: Observable<Vector3>;
  106689. /**
  106690. * Observable raised when current selected mesh gets unselected
  106691. */
  106692. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106693. private _raySelectionPredicate;
  106694. /**
  106695. * To be optionaly changed by user to define custom ray selection
  106696. */
  106697. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106698. /**
  106699. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106700. */
  106701. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106702. /**
  106703. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106704. */
  106705. teleportationEnabled: boolean;
  106706. private _defaultHeight;
  106707. private _teleportationInitialized;
  106708. private _interactionsEnabled;
  106709. private _interactionsRequested;
  106710. private _displayGaze;
  106711. private _displayLaserPointer;
  106712. /**
  106713. * The mesh used to display where the user is going to teleport.
  106714. */
  106715. /**
  106716. * Sets the mesh to be used to display where the user is going to teleport.
  106717. */
  106718. teleportationTarget: Mesh;
  106719. /**
  106720. * 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
  106721. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106722. * See http://doc.babylonjs.com/resources/baking_transformations
  106723. */
  106724. gazeTrackerMesh: Mesh;
  106725. /**
  106726. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106727. */
  106728. updateGazeTrackerScale: boolean;
  106729. /**
  106730. * If the gaze trackers color should be updated when selecting meshes
  106731. */
  106732. updateGazeTrackerColor: boolean;
  106733. /**
  106734. * If the controller laser color should be updated when selecting meshes
  106735. */
  106736. updateControllerLaserColor: boolean;
  106737. /**
  106738. * The gaze tracking mesh corresponding to the left controller
  106739. */
  106740. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106741. /**
  106742. * The gaze tracking mesh corresponding to the right controller
  106743. */
  106744. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106745. /**
  106746. * If the ray of the gaze should be displayed.
  106747. */
  106748. /**
  106749. * Sets if the ray of the gaze should be displayed.
  106750. */
  106751. displayGaze: boolean;
  106752. /**
  106753. * If the ray of the LaserPointer should be displayed.
  106754. */
  106755. /**
  106756. * Sets if the ray of the LaserPointer should be displayed.
  106757. */
  106758. displayLaserPointer: boolean;
  106759. /**
  106760. * The deviceOrientationCamera used as the camera when not in VR.
  106761. */
  106762. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106763. /**
  106764. * Based on the current WebVR support, returns the current VR camera used.
  106765. */
  106766. readonly currentVRCamera: Nullable<Camera>;
  106767. /**
  106768. * The webVRCamera which is used when in VR.
  106769. */
  106770. readonly webVRCamera: WebVRFreeCamera;
  106771. /**
  106772. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106773. */
  106774. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106775. /**
  106776. * The html button that is used to trigger entering into VR.
  106777. */
  106778. readonly vrButton: Nullable<HTMLButtonElement>;
  106779. private readonly _teleportationRequestInitiated;
  106780. /**
  106781. * Defines wether or not Pointer lock should be requested when switching to
  106782. * full screen.
  106783. */
  106784. requestPointerLockOnFullScreen: boolean;
  106785. /**
  106786. * Instantiates a VRExperienceHelper.
  106787. * Helps to quickly add VR support to an existing scene.
  106788. * @param scene The scene the VRExperienceHelper belongs to.
  106789. * @param webVROptions Options to modify the vr experience helper's behavior.
  106790. */
  106791. constructor(scene: Scene,
  106792. /** Options to modify the vr experience helper's behavior. */
  106793. webVROptions?: VRExperienceHelperOptions);
  106794. private _onDefaultMeshLoaded;
  106795. private _onResize;
  106796. private _onFullscreenChange;
  106797. /**
  106798. * Gets a value indicating if we are currently in VR mode.
  106799. */
  106800. readonly isInVRMode: boolean;
  106801. private onVrDisplayPresentChange;
  106802. private onVRDisplayChanged;
  106803. private moveButtonToBottomRight;
  106804. private displayVRButton;
  106805. private updateButtonVisibility;
  106806. private _cachedAngularSensibility;
  106807. /**
  106808. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106809. * Otherwise, will use the fullscreen API.
  106810. */
  106811. enterVR(): void;
  106812. /**
  106813. * Attempt to exit VR, or fullscreen.
  106814. */
  106815. exitVR(): void;
  106816. /**
  106817. * The position of the vr experience helper.
  106818. */
  106819. /**
  106820. * Sets the position of the vr experience helper.
  106821. */
  106822. position: Vector3;
  106823. /**
  106824. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106825. */
  106826. enableInteractions(): void;
  106827. private readonly _noControllerIsActive;
  106828. private beforeRender;
  106829. private _isTeleportationFloor;
  106830. /**
  106831. * Adds a floor mesh to be used for teleportation.
  106832. * @param floorMesh the mesh to be used for teleportation.
  106833. */
  106834. addFloorMesh(floorMesh: Mesh): void;
  106835. /**
  106836. * Removes a floor mesh from being used for teleportation.
  106837. * @param floorMesh the mesh to be removed.
  106838. */
  106839. removeFloorMesh(floorMesh: Mesh): void;
  106840. /**
  106841. * Enables interactions and teleportation using the VR controllers and gaze.
  106842. * @param vrTeleportationOptions options to modify teleportation behavior.
  106843. */
  106844. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106845. private _onNewGamepadConnected;
  106846. private _tryEnableInteractionOnController;
  106847. private _onNewGamepadDisconnected;
  106848. private _enableInteractionOnController;
  106849. private _checkTeleportWithRay;
  106850. private _checkRotate;
  106851. private _checkTeleportBackwards;
  106852. private _enableTeleportationOnController;
  106853. private _createTeleportationCircles;
  106854. private _displayTeleportationTarget;
  106855. private _hideTeleportationTarget;
  106856. private _rotateCamera;
  106857. private _moveTeleportationSelectorTo;
  106858. private _workingVector;
  106859. private _workingQuaternion;
  106860. private _workingMatrix;
  106861. /**
  106862. * Teleports the users feet to the desired location
  106863. * @param location The location where the user's feet should be placed
  106864. */
  106865. teleportCamera(location: Vector3): void;
  106866. private _convertNormalToDirectionOfRay;
  106867. private _castRayAndSelectObject;
  106868. private _notifySelectedMeshUnselected;
  106869. /**
  106870. * Sets the color of the laser ray from the vr controllers.
  106871. * @param color new color for the ray.
  106872. */
  106873. changeLaserColor(color: Color3): void;
  106874. /**
  106875. * Sets the color of the ray from the vr headsets gaze.
  106876. * @param color new color for the ray.
  106877. */
  106878. changeGazeColor(color: Color3): void;
  106879. /**
  106880. * Exits VR and disposes of the vr experience helper
  106881. */
  106882. dispose(): void;
  106883. /**
  106884. * Gets the name of the VRExperienceHelper class
  106885. * @returns "VRExperienceHelper"
  106886. */
  106887. getClassName(): string;
  106888. }
  106889. }
  106890. declare module BABYLON {
  106891. /**
  106892. * Manages an XRSession to work with Babylon's engine
  106893. * @see https://doc.babylonjs.com/how_to/webxr
  106894. */
  106895. export class WebXRSessionManager implements IDisposable {
  106896. private scene;
  106897. /**
  106898. * Fires every time a new xrFrame arrives which can be used to update the camera
  106899. */
  106900. onXRFrameObservable: Observable<any>;
  106901. /**
  106902. * Fires when the xr session is ended either by the device or manually done
  106903. */
  106904. onXRSessionEnded: Observable<any>;
  106905. /**
  106906. * Underlying xr session
  106907. */
  106908. session: XRSession;
  106909. /**
  106910. * Type of reference space used when creating the session
  106911. */
  106912. referenceSpace: XRReferenceSpace;
  106913. /** @hidden */
  106914. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106915. /**
  106916. * Current XR frame
  106917. */
  106918. currentFrame: Nullable<XRFrame>;
  106919. private _xrNavigator;
  106920. private baseLayer;
  106921. /**
  106922. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106923. * @param scene The scene which the session should be created for
  106924. */
  106925. constructor(scene: Scene);
  106926. /**
  106927. * Initializes the manager
  106928. * After initialization enterXR can be called to start an XR session
  106929. * @returns Promise which resolves after it is initialized
  106930. */
  106931. initializeAsync(): Promise<void>;
  106932. /**
  106933. * Initializes an xr session
  106934. * @param xrSessionMode mode to initialize
  106935. * @returns a promise which will resolve once the session has been initialized
  106936. */
  106937. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106938. /**
  106939. * Sets the reference space on the xr session
  106940. * @param referenceSpace space to set
  106941. * @returns a promise that will resolve once the reference space has been set
  106942. */
  106943. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106944. /**
  106945. * Updates the render state of the session
  106946. * @param state state to set
  106947. * @returns a promise that resolves once the render state has been updated
  106948. */
  106949. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106950. /**
  106951. * Starts rendering to the xr layer
  106952. * @returns a promise that will resolve once rendering has started
  106953. */
  106954. startRenderingToXRAsync(): Promise<void>;
  106955. /**
  106956. * Stops the xrSession and restores the renderloop
  106957. * @returns Promise which resolves after it exits XR
  106958. */
  106959. exitXRAsync(): Promise<unknown>;
  106960. /**
  106961. * Checks if a session would be supported for the creation options specified
  106962. * @param sessionMode session mode to check if supported eg. immersive-vr
  106963. * @returns true if supported
  106964. */
  106965. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106966. /**
  106967. * @hidden
  106968. * Converts the render layer of xrSession to a render target
  106969. * @param session session to create render target for
  106970. * @param scene scene the new render target should be created for
  106971. */
  106972. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106973. /**
  106974. * Disposes of the session manager
  106975. */
  106976. dispose(): void;
  106977. }
  106978. }
  106979. declare module BABYLON {
  106980. /**
  106981. * WebXR Camera which holds the views for the xrSession
  106982. * @see https://doc.babylonjs.com/how_to/webxr
  106983. */
  106984. export class WebXRCamera extends FreeCamera {
  106985. private static _TmpMatrix;
  106986. /**
  106987. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106988. * @param name the name of the camera
  106989. * @param scene the scene to add the camera to
  106990. */
  106991. constructor(name: string, scene: Scene);
  106992. private _updateNumberOfRigCameras;
  106993. /** @hidden */
  106994. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106995. /**
  106996. * Updates the cameras position from the current pose information of the XR session
  106997. * @param xrSessionManager the session containing pose information
  106998. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106999. */
  107000. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  107001. }
  107002. }
  107003. declare module BABYLON {
  107004. /**
  107005. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  107006. */
  107007. export class WebXRManagedOutputCanvas implements IDisposable {
  107008. private helper;
  107009. private _canvas;
  107010. /**
  107011. * xrpresent context of the canvas which can be used to display/mirror xr content
  107012. */
  107013. canvasContext: WebGLRenderingContext;
  107014. /**
  107015. * xr layer for the canvas
  107016. */
  107017. xrLayer: Nullable<XRWebGLLayer>;
  107018. /**
  107019. * Initializes the xr layer for the session
  107020. * @param xrSession xr session
  107021. * @returns a promise that will resolve once the XR Layer has been created
  107022. */
  107023. initializeXRLayerAsync(xrSession: any): any;
  107024. /**
  107025. * Initializes the canvas to be added/removed upon entering/exiting xr
  107026. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  107027. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  107028. */
  107029. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  107030. /**
  107031. * Disposes of the object
  107032. */
  107033. dispose(): void;
  107034. private _setManagedOutputCanvas;
  107035. private _addCanvas;
  107036. private _removeCanvas;
  107037. }
  107038. }
  107039. declare module BABYLON {
  107040. /**
  107041. * States of the webXR experience
  107042. */
  107043. export enum WebXRState {
  107044. /**
  107045. * Transitioning to being in XR mode
  107046. */
  107047. ENTERING_XR = 0,
  107048. /**
  107049. * Transitioning to non XR mode
  107050. */
  107051. EXITING_XR = 1,
  107052. /**
  107053. * In XR mode and presenting
  107054. */
  107055. IN_XR = 2,
  107056. /**
  107057. * Not entered XR mode
  107058. */
  107059. NOT_IN_XR = 3
  107060. }
  107061. /**
  107062. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  107063. * @see https://doc.babylonjs.com/how_to/webxr
  107064. */
  107065. export class WebXRExperienceHelper implements IDisposable {
  107066. private scene;
  107067. /**
  107068. * 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
  107069. */
  107070. container: AbstractMesh;
  107071. /**
  107072. * Camera used to render xr content
  107073. */
  107074. camera: WebXRCamera;
  107075. /**
  107076. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  107077. */
  107078. state: WebXRState;
  107079. private _setState;
  107080. private static _TmpVector;
  107081. /**
  107082. * Fires when the state of the experience helper has changed
  107083. */
  107084. onStateChangedObservable: Observable<WebXRState>;
  107085. /** Session manager used to keep track of xr session */
  107086. sessionManager: WebXRSessionManager;
  107087. private _nonVRCamera;
  107088. private _originalSceneAutoClear;
  107089. private _supported;
  107090. /**
  107091. * Creates the experience helper
  107092. * @param scene the scene to attach the experience helper to
  107093. * @returns a promise for the experience helper
  107094. */
  107095. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  107096. /**
  107097. * Creates a WebXRExperienceHelper
  107098. * @param scene The scene the helper should be created in
  107099. */
  107100. private constructor();
  107101. /**
  107102. * Exits XR mode and returns the scene to its original state
  107103. * @returns promise that resolves after xr mode has exited
  107104. */
  107105. exitXRAsync(): Promise<unknown>;
  107106. /**
  107107. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  107108. * @param sessionCreationOptions options for the XR session
  107109. * @param referenceSpaceType frame of reference of the XR session
  107110. * @param outputCanvas the output canvas that will be used to enter XR mode
  107111. * @returns promise that resolves after xr mode has entered
  107112. */
  107113. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  107114. /**
  107115. * Updates the global position of the camera by moving the camera's container
  107116. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  107117. * @param position The desired global position of the camera
  107118. */
  107119. setPositionOfCameraUsingContainer(position: Vector3): void;
  107120. /**
  107121. * Rotates the xr camera by rotating the camera's container around the camera's position
  107122. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  107123. * @param rotation the desired quaternion rotation to apply to the camera
  107124. */
  107125. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  107126. /**
  107127. * Disposes of the experience helper
  107128. */
  107129. dispose(): void;
  107130. }
  107131. }
  107132. declare module BABYLON {
  107133. /**
  107134. * Button which can be used to enter a different mode of XR
  107135. */
  107136. export class WebXREnterExitUIButton {
  107137. /** button element */
  107138. element: HTMLElement;
  107139. /** XR initialization options for the button */
  107140. sessionMode: XRSessionMode;
  107141. /** Reference space type */
  107142. referenceSpaceType: XRReferenceSpaceType;
  107143. /**
  107144. * Creates a WebXREnterExitUIButton
  107145. * @param element button element
  107146. * @param sessionMode XR initialization session mode
  107147. * @param referenceSpaceType the type of reference space to be used
  107148. */
  107149. constructor(
  107150. /** button element */
  107151. element: HTMLElement,
  107152. /** XR initialization options for the button */
  107153. sessionMode: XRSessionMode,
  107154. /** Reference space type */
  107155. referenceSpaceType: XRReferenceSpaceType);
  107156. /**
  107157. * Overwritable function which can be used to update the button's visuals when the state changes
  107158. * @param activeButton the current active button in the UI
  107159. */
  107160. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  107161. }
  107162. /**
  107163. * Options to create the webXR UI
  107164. */
  107165. export class WebXREnterExitUIOptions {
  107166. /**
  107167. * Context to enter xr with
  107168. */
  107169. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  107170. /**
  107171. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  107172. */
  107173. customButtons?: Array<WebXREnterExitUIButton>;
  107174. }
  107175. /**
  107176. * UI to allow the user to enter/exit XR mode
  107177. */
  107178. export class WebXREnterExitUI implements IDisposable {
  107179. private scene;
  107180. private _overlay;
  107181. private _buttons;
  107182. private _activeButton;
  107183. /**
  107184. * Fired every time the active button is changed.
  107185. *
  107186. * When xr is entered via a button that launches xr that button will be the callback parameter
  107187. *
  107188. * When exiting xr the callback parameter will be null)
  107189. */
  107190. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107191. /**
  107192. * Creates UI to allow the user to enter/exit XR mode
  107193. * @param scene the scene to add the ui to
  107194. * @param helper the xr experience helper to enter/exit xr with
  107195. * @param options options to configure the UI
  107196. * @returns the created ui
  107197. */
  107198. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107199. private constructor();
  107200. private _updateButtons;
  107201. /**
  107202. * Disposes of the object
  107203. */
  107204. dispose(): void;
  107205. }
  107206. }
  107207. declare module BABYLON {
  107208. /**
  107209. * Represents an XR input
  107210. */
  107211. export class WebXRController {
  107212. private scene;
  107213. /** The underlying input source for the controller */
  107214. inputSource: XRInputSource;
  107215. private parentContainer;
  107216. /**
  107217. * 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
  107218. */
  107219. grip?: AbstractMesh;
  107220. /**
  107221. * Pointer which can be used to select objects or attach a visible laser to
  107222. */
  107223. pointer: AbstractMesh;
  107224. /**
  107225. * Event that fires when the controller is removed/disposed
  107226. */
  107227. onDisposeObservable: Observable<{}>;
  107228. private _tmpMatrix;
  107229. private _tmpQuaternion;
  107230. private _tmpVector;
  107231. /**
  107232. * Creates the controller
  107233. * @see https://doc.babylonjs.com/how_to/webxr
  107234. * @param scene the scene which the controller should be associated to
  107235. * @param inputSource the underlying input source for the controller
  107236. * @param parentContainer parent that the controller meshes should be children of
  107237. */
  107238. constructor(scene: Scene,
  107239. /** The underlying input source for the controller */
  107240. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107241. /**
  107242. * Updates the controller pose based on the given XRFrame
  107243. * @param xrFrame xr frame to update the pose with
  107244. * @param referenceSpace reference space to use
  107245. */
  107246. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107247. /**
  107248. * Gets a world space ray coming from the controller
  107249. * @param result the resulting ray
  107250. */
  107251. getWorldPointerRayToRef(result: Ray): void;
  107252. /**
  107253. * Disposes of the object
  107254. */
  107255. dispose(): void;
  107256. }
  107257. }
  107258. declare module BABYLON {
  107259. /**
  107260. * XR input used to track XR inputs such as controllers/rays
  107261. */
  107262. export class WebXRInput implements IDisposable {
  107263. /**
  107264. * Base experience the input listens to
  107265. */
  107266. baseExperience: WebXRExperienceHelper;
  107267. /**
  107268. * XR controllers being tracked
  107269. */
  107270. controllers: Array<WebXRController>;
  107271. private _frameObserver;
  107272. private _stateObserver;
  107273. /**
  107274. * Event when a controller has been connected/added
  107275. */
  107276. onControllerAddedObservable: Observable<WebXRController>;
  107277. /**
  107278. * Event when a controller has been removed/disconnected
  107279. */
  107280. onControllerRemovedObservable: Observable<WebXRController>;
  107281. /**
  107282. * Initializes the WebXRInput
  107283. * @param baseExperience experience helper which the input should be created for
  107284. */
  107285. constructor(
  107286. /**
  107287. * Base experience the input listens to
  107288. */
  107289. baseExperience: WebXRExperienceHelper);
  107290. private _onInputSourcesChange;
  107291. private _addAndRemoveControllers;
  107292. /**
  107293. * Disposes of the object
  107294. */
  107295. dispose(): void;
  107296. }
  107297. }
  107298. declare module BABYLON {
  107299. /**
  107300. * Enables teleportation
  107301. */
  107302. export class WebXRControllerTeleportation {
  107303. private _teleportationFillColor;
  107304. private _teleportationBorderColor;
  107305. private _tmpRay;
  107306. private _tmpVector;
  107307. /**
  107308. * Creates a WebXRControllerTeleportation
  107309. * @param input input manager to add teleportation to
  107310. * @param floorMeshes floormeshes which can be teleported to
  107311. */
  107312. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107313. }
  107314. }
  107315. declare module BABYLON {
  107316. /**
  107317. * Handles pointer input automatically for the pointer of XR controllers
  107318. */
  107319. export class WebXRControllerPointerSelection {
  107320. private static _idCounter;
  107321. private _tmpRay;
  107322. /**
  107323. * Creates a WebXRControllerPointerSelection
  107324. * @param input input manager to setup pointer selection
  107325. */
  107326. constructor(input: WebXRInput);
  107327. private _convertNormalToDirectionOfRay;
  107328. private _updatePointerDistance;
  107329. }
  107330. }
  107331. declare module BABYLON {
  107332. /**
  107333. * Class used to represent data loading progression
  107334. */
  107335. export class SceneLoaderProgressEvent {
  107336. /** defines if data length to load can be evaluated */
  107337. readonly lengthComputable: boolean;
  107338. /** defines the loaded data length */
  107339. readonly loaded: number;
  107340. /** defines the data length to load */
  107341. readonly total: number;
  107342. /**
  107343. * Create a new progress event
  107344. * @param lengthComputable defines if data length to load can be evaluated
  107345. * @param loaded defines the loaded data length
  107346. * @param total defines the data length to load
  107347. */
  107348. constructor(
  107349. /** defines if data length to load can be evaluated */
  107350. lengthComputable: boolean,
  107351. /** defines the loaded data length */
  107352. loaded: number,
  107353. /** defines the data length to load */
  107354. total: number);
  107355. /**
  107356. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107357. * @param event defines the source event
  107358. * @returns a new SceneLoaderProgressEvent
  107359. */
  107360. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107361. }
  107362. /**
  107363. * Interface used by SceneLoader plugins to define supported file extensions
  107364. */
  107365. export interface ISceneLoaderPluginExtensions {
  107366. /**
  107367. * Defines the list of supported extensions
  107368. */
  107369. [extension: string]: {
  107370. isBinary: boolean;
  107371. };
  107372. }
  107373. /**
  107374. * Interface used by SceneLoader plugin factory
  107375. */
  107376. export interface ISceneLoaderPluginFactory {
  107377. /**
  107378. * Defines the name of the factory
  107379. */
  107380. name: string;
  107381. /**
  107382. * Function called to create a new plugin
  107383. * @return the new plugin
  107384. */
  107385. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107386. /**
  107387. * Boolean indicating if the plugin can direct load specific data
  107388. */
  107389. canDirectLoad?: (data: string) => boolean;
  107390. }
  107391. /**
  107392. * Interface used to define a SceneLoader plugin
  107393. */
  107394. export interface ISceneLoaderPlugin {
  107395. /**
  107396. * The friendly name of this plugin.
  107397. */
  107398. name: string;
  107399. /**
  107400. * The file extensions supported by this plugin.
  107401. */
  107402. extensions: string | ISceneLoaderPluginExtensions;
  107403. /**
  107404. * Import meshes into a scene.
  107405. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107406. * @param scene The scene to import into
  107407. * @param data The data to import
  107408. * @param rootUrl The root url for scene and resources
  107409. * @param meshes The meshes array to import into
  107410. * @param particleSystems The particle systems array to import into
  107411. * @param skeletons The skeletons array to import into
  107412. * @param onError The callback when import fails
  107413. * @returns True if successful or false otherwise
  107414. */
  107415. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107416. /**
  107417. * Load into a scene.
  107418. * @param scene The scene to load into
  107419. * @param data The data to import
  107420. * @param rootUrl The root url for scene and resources
  107421. * @param onError The callback when import fails
  107422. * @returns true if successful or false otherwise
  107423. */
  107424. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107425. /**
  107426. * The callback that returns true if the data can be directly loaded.
  107427. */
  107428. canDirectLoad?: (data: string) => boolean;
  107429. /**
  107430. * The callback that allows custom handling of the root url based on the response url.
  107431. */
  107432. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107433. /**
  107434. * Load into an asset container.
  107435. * @param scene The scene to load into
  107436. * @param data The data to import
  107437. * @param rootUrl The root url for scene and resources
  107438. * @param onError The callback when import fails
  107439. * @returns The loaded asset container
  107440. */
  107441. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107442. }
  107443. /**
  107444. * Interface used to define an async SceneLoader plugin
  107445. */
  107446. export interface ISceneLoaderPluginAsync {
  107447. /**
  107448. * The friendly name of this plugin.
  107449. */
  107450. name: string;
  107451. /**
  107452. * The file extensions supported by this plugin.
  107453. */
  107454. extensions: string | ISceneLoaderPluginExtensions;
  107455. /**
  107456. * Import meshes into a scene.
  107457. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107458. * @param scene The scene to import into
  107459. * @param data The data to import
  107460. * @param rootUrl The root url for scene and resources
  107461. * @param onProgress The callback when the load progresses
  107462. * @param fileName Defines the name of the file to load
  107463. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107464. */
  107465. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107466. meshes: AbstractMesh[];
  107467. particleSystems: IParticleSystem[];
  107468. skeletons: Skeleton[];
  107469. animationGroups: AnimationGroup[];
  107470. }>;
  107471. /**
  107472. * Load into a scene.
  107473. * @param scene The scene to load into
  107474. * @param data The data to import
  107475. * @param rootUrl The root url for scene and resources
  107476. * @param onProgress The callback when the load progresses
  107477. * @param fileName Defines the name of the file to load
  107478. * @returns Nothing
  107479. */
  107480. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107481. /**
  107482. * The callback that returns true if the data can be directly loaded.
  107483. */
  107484. canDirectLoad?: (data: string) => boolean;
  107485. /**
  107486. * The callback that allows custom handling of the root url based on the response url.
  107487. */
  107488. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107489. /**
  107490. * Load into an asset container.
  107491. * @param scene The scene to load into
  107492. * @param data The data to import
  107493. * @param rootUrl The root url for scene and resources
  107494. * @param onProgress The callback when the load progresses
  107495. * @param fileName Defines the name of the file to load
  107496. * @returns The loaded asset container
  107497. */
  107498. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107499. }
  107500. /**
  107501. * Class used to load scene from various file formats using registered plugins
  107502. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107503. */
  107504. export class SceneLoader {
  107505. /**
  107506. * No logging while loading
  107507. */
  107508. static readonly NO_LOGGING: number;
  107509. /**
  107510. * Minimal logging while loading
  107511. */
  107512. static readonly MINIMAL_LOGGING: number;
  107513. /**
  107514. * Summary logging while loading
  107515. */
  107516. static readonly SUMMARY_LOGGING: number;
  107517. /**
  107518. * Detailled logging while loading
  107519. */
  107520. static readonly DETAILED_LOGGING: number;
  107521. /**
  107522. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107523. */
  107524. static ForceFullSceneLoadingForIncremental: boolean;
  107525. /**
  107526. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107527. */
  107528. static ShowLoadingScreen: boolean;
  107529. /**
  107530. * Defines the current logging level (while loading the scene)
  107531. * @ignorenaming
  107532. */
  107533. static loggingLevel: number;
  107534. /**
  107535. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107536. */
  107537. static CleanBoneMatrixWeights: boolean;
  107538. /**
  107539. * Event raised when a plugin is used to load a scene
  107540. */
  107541. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107542. private static _registeredPlugins;
  107543. private static _getDefaultPlugin;
  107544. private static _getPluginForExtension;
  107545. private static _getPluginForDirectLoad;
  107546. private static _getPluginForFilename;
  107547. private static _getDirectLoad;
  107548. private static _loadData;
  107549. private static _getFileInfo;
  107550. /**
  107551. * Gets a plugin that can load the given extension
  107552. * @param extension defines the extension to load
  107553. * @returns a plugin or null if none works
  107554. */
  107555. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107556. /**
  107557. * Gets a boolean indicating that the given extension can be loaded
  107558. * @param extension defines the extension to load
  107559. * @returns true if the extension is supported
  107560. */
  107561. static IsPluginForExtensionAvailable(extension: string): boolean;
  107562. /**
  107563. * Adds a new plugin to the list of registered plugins
  107564. * @param plugin defines the plugin to add
  107565. */
  107566. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107567. /**
  107568. * Import meshes into a scene
  107569. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107570. * @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)
  107571. * @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)
  107572. * @param scene the instance of BABYLON.Scene to append to
  107573. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107574. * @param onProgress a callback with a progress event for each file being loaded
  107575. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107576. * @param pluginExtension the extension used to determine the plugin
  107577. * @returns The loaded plugin
  107578. */
  107579. 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>;
  107580. /**
  107581. * Import meshes into a scene
  107582. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107583. * @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)
  107584. * @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)
  107585. * @param scene the instance of BABYLON.Scene to append to
  107586. * @param onProgress a callback with a progress event for each file being loaded
  107587. * @param pluginExtension the extension used to determine the plugin
  107588. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107589. */
  107590. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107591. meshes: AbstractMesh[];
  107592. particleSystems: IParticleSystem[];
  107593. skeletons: Skeleton[];
  107594. animationGroups: AnimationGroup[];
  107595. }>;
  107596. /**
  107597. * Load a scene
  107598. * @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)
  107599. * @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)
  107600. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107601. * @param onSuccess a callback with the scene when import succeeds
  107602. * @param onProgress a callback with a progress event for each file being loaded
  107603. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107604. * @param pluginExtension the extension used to determine the plugin
  107605. * @returns The loaded plugin
  107606. */
  107607. 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>;
  107608. /**
  107609. * Load a scene
  107610. * @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)
  107611. * @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)
  107612. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107613. * @param onProgress a callback with a progress event for each file being loaded
  107614. * @param pluginExtension the extension used to determine the plugin
  107615. * @returns The loaded scene
  107616. */
  107617. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107618. /**
  107619. * Append a scene
  107620. * @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)
  107621. * @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)
  107622. * @param scene is the instance of BABYLON.Scene to append to
  107623. * @param onSuccess a callback with the scene when import succeeds
  107624. * @param onProgress a callback with a progress event for each file being loaded
  107625. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107626. * @param pluginExtension the extension used to determine the plugin
  107627. * @returns The loaded plugin
  107628. */
  107629. 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>;
  107630. /**
  107631. * Append a scene
  107632. * @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)
  107633. * @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)
  107634. * @param scene is the instance of BABYLON.Scene to append to
  107635. * @param onProgress a callback with a progress event for each file being loaded
  107636. * @param pluginExtension the extension used to determine the plugin
  107637. * @returns The given scene
  107638. */
  107639. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107640. /**
  107641. * Load a scene into an asset container
  107642. * @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)
  107643. * @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)
  107644. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107645. * @param onSuccess a callback with the scene when import succeeds
  107646. * @param onProgress a callback with a progress event for each file being loaded
  107647. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107648. * @param pluginExtension the extension used to determine the plugin
  107649. * @returns The loaded plugin
  107650. */
  107651. 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>;
  107652. /**
  107653. * Load a scene into an asset container
  107654. * @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)
  107655. * @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)
  107656. * @param scene is the instance of Scene to append to
  107657. * @param onProgress a callback with a progress event for each file being loaded
  107658. * @param pluginExtension the extension used to determine the plugin
  107659. * @returns The loaded asset container
  107660. */
  107661. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107662. }
  107663. }
  107664. declare module BABYLON {
  107665. /**
  107666. * Generic Controller
  107667. */
  107668. export class GenericController extends WebVRController {
  107669. /**
  107670. * Base Url for the controller model.
  107671. */
  107672. static readonly MODEL_BASE_URL: string;
  107673. /**
  107674. * File name for the controller model.
  107675. */
  107676. static readonly MODEL_FILENAME: string;
  107677. /**
  107678. * Creates a new GenericController from a gamepad
  107679. * @param vrGamepad the gamepad that the controller should be created from
  107680. */
  107681. constructor(vrGamepad: any);
  107682. /**
  107683. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107684. * @param scene scene in which to add meshes
  107685. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107686. */
  107687. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107688. /**
  107689. * Called once for each button that changed state since the last frame
  107690. * @param buttonIdx Which button index changed
  107691. * @param state New state of the button
  107692. * @param changes Which properties on the state changed since last frame
  107693. */
  107694. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107695. }
  107696. }
  107697. declare module BABYLON {
  107698. /**
  107699. * Defines the WindowsMotionController object that the state of the windows motion controller
  107700. */
  107701. export class WindowsMotionController extends WebVRController {
  107702. /**
  107703. * The base url used to load the left and right controller models
  107704. */
  107705. static MODEL_BASE_URL: string;
  107706. /**
  107707. * The name of the left controller model file
  107708. */
  107709. static MODEL_LEFT_FILENAME: string;
  107710. /**
  107711. * The name of the right controller model file
  107712. */
  107713. static MODEL_RIGHT_FILENAME: string;
  107714. /**
  107715. * The controller name prefix for this controller type
  107716. */
  107717. static readonly GAMEPAD_ID_PREFIX: string;
  107718. /**
  107719. * The controller id pattern for this controller type
  107720. */
  107721. private static readonly GAMEPAD_ID_PATTERN;
  107722. private _loadedMeshInfo;
  107723. private readonly _mapping;
  107724. /**
  107725. * Fired when the trackpad on this controller is clicked
  107726. */
  107727. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107728. /**
  107729. * Fired when the trackpad on this controller is modified
  107730. */
  107731. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107732. /**
  107733. * The current x and y values of this controller's trackpad
  107734. */
  107735. trackpad: StickValues;
  107736. /**
  107737. * Creates a new WindowsMotionController from a gamepad
  107738. * @param vrGamepad the gamepad that the controller should be created from
  107739. */
  107740. constructor(vrGamepad: any);
  107741. /**
  107742. * Fired when the trigger on this controller is modified
  107743. */
  107744. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107745. /**
  107746. * Fired when the menu button on this controller is modified
  107747. */
  107748. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107749. /**
  107750. * Fired when the grip button on this controller is modified
  107751. */
  107752. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107753. /**
  107754. * Fired when the thumbstick button on this controller is modified
  107755. */
  107756. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107757. /**
  107758. * Fired when the touchpad button on this controller is modified
  107759. */
  107760. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107761. /**
  107762. * Fired when the touchpad values on this controller are modified
  107763. */
  107764. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107765. private _updateTrackpad;
  107766. /**
  107767. * Called once per frame by the engine.
  107768. */
  107769. update(): void;
  107770. /**
  107771. * Called once for each button that changed state since the last frame
  107772. * @param buttonIdx Which button index changed
  107773. * @param state New state of the button
  107774. * @param changes Which properties on the state changed since last frame
  107775. */
  107776. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107777. /**
  107778. * Moves the buttons on the controller mesh based on their current state
  107779. * @param buttonName the name of the button to move
  107780. * @param buttonValue the value of the button which determines the buttons new position
  107781. */
  107782. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107783. /**
  107784. * Moves the axis on the controller mesh based on its current state
  107785. * @param axis the index of the axis
  107786. * @param axisValue the value of the axis which determines the meshes new position
  107787. * @hidden
  107788. */
  107789. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107790. /**
  107791. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107792. * @param scene scene in which to add meshes
  107793. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107794. */
  107795. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107796. /**
  107797. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107798. * can be transformed by button presses and axes values, based on this._mapping.
  107799. *
  107800. * @param scene scene in which the meshes exist
  107801. * @param meshes list of meshes that make up the controller model to process
  107802. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107803. */
  107804. private processModel;
  107805. private createMeshInfo;
  107806. /**
  107807. * Gets the ray of the controller in the direction the controller is pointing
  107808. * @param length the length the resulting ray should be
  107809. * @returns a ray in the direction the controller is pointing
  107810. */
  107811. getForwardRay(length?: number): Ray;
  107812. /**
  107813. * Disposes of the controller
  107814. */
  107815. dispose(): void;
  107816. }
  107817. }
  107818. declare module BABYLON {
  107819. /**
  107820. * Oculus Touch Controller
  107821. */
  107822. export class OculusTouchController extends WebVRController {
  107823. /**
  107824. * Base Url for the controller model.
  107825. */
  107826. static MODEL_BASE_URL: string;
  107827. /**
  107828. * File name for the left controller model.
  107829. */
  107830. static MODEL_LEFT_FILENAME: string;
  107831. /**
  107832. * File name for the right controller model.
  107833. */
  107834. static MODEL_RIGHT_FILENAME: string;
  107835. /**
  107836. * Base Url for the Quest controller model.
  107837. */
  107838. static QUEST_MODEL_BASE_URL: string;
  107839. /**
  107840. * @hidden
  107841. * If the controllers are running on a device that needs the updated Quest controller models
  107842. */
  107843. static _IsQuest: boolean;
  107844. /**
  107845. * Fired when the secondary trigger on this controller is modified
  107846. */
  107847. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107848. /**
  107849. * Fired when the thumb rest on this controller is modified
  107850. */
  107851. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107852. /**
  107853. * Creates a new OculusTouchController from a gamepad
  107854. * @param vrGamepad the gamepad that the controller should be created from
  107855. */
  107856. constructor(vrGamepad: any);
  107857. /**
  107858. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107859. * @param scene scene in which to add meshes
  107860. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107861. */
  107862. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107863. /**
  107864. * Fired when the A button on this controller is modified
  107865. */
  107866. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107867. /**
  107868. * Fired when the B button on this controller is modified
  107869. */
  107870. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107871. /**
  107872. * Fired when the X button on this controller is modified
  107873. */
  107874. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107875. /**
  107876. * Fired when the Y button on this controller is modified
  107877. */
  107878. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107879. /**
  107880. * Called once for each button that changed state since the last frame
  107881. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107882. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107883. * 2) secondary trigger (same)
  107884. * 3) A (right) X (left), touch, pressed = value
  107885. * 4) B / Y
  107886. * 5) thumb rest
  107887. * @param buttonIdx Which button index changed
  107888. * @param state New state of the button
  107889. * @param changes Which properties on the state changed since last frame
  107890. */
  107891. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107892. }
  107893. }
  107894. declare module BABYLON {
  107895. /**
  107896. * Vive Controller
  107897. */
  107898. export class ViveController extends WebVRController {
  107899. /**
  107900. * Base Url for the controller model.
  107901. */
  107902. static MODEL_BASE_URL: string;
  107903. /**
  107904. * File name for the controller model.
  107905. */
  107906. static MODEL_FILENAME: string;
  107907. /**
  107908. * Creates a new ViveController from a gamepad
  107909. * @param vrGamepad the gamepad that the controller should be created from
  107910. */
  107911. constructor(vrGamepad: any);
  107912. /**
  107913. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107914. * @param scene scene in which to add meshes
  107915. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107916. */
  107917. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107918. /**
  107919. * Fired when the left button on this controller is modified
  107920. */
  107921. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107922. /**
  107923. * Fired when the right button on this controller is modified
  107924. */
  107925. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107926. /**
  107927. * Fired when the menu button on this controller is modified
  107928. */
  107929. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107930. /**
  107931. * Called once for each button that changed state since the last frame
  107932. * Vive mapping:
  107933. * 0: touchpad
  107934. * 1: trigger
  107935. * 2: left AND right buttons
  107936. * 3: menu button
  107937. * @param buttonIdx Which button index changed
  107938. * @param state New state of the button
  107939. * @param changes Which properties on the state changed since last frame
  107940. */
  107941. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107942. }
  107943. }
  107944. declare module BABYLON {
  107945. /**
  107946. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107947. */
  107948. export class WebXRControllerModelLoader {
  107949. /**
  107950. * Creates the WebXRControllerModelLoader
  107951. * @param input xr input that creates the controllers
  107952. */
  107953. constructor(input: WebXRInput);
  107954. }
  107955. }
  107956. declare module BABYLON {
  107957. /**
  107958. * Contains an array of blocks representing the octree
  107959. */
  107960. export interface IOctreeContainer<T> {
  107961. /**
  107962. * Blocks within the octree
  107963. */
  107964. blocks: Array<OctreeBlock<T>>;
  107965. }
  107966. /**
  107967. * Class used to store a cell in an octree
  107968. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107969. */
  107970. export class OctreeBlock<T> {
  107971. /**
  107972. * Gets the content of the current block
  107973. */
  107974. entries: T[];
  107975. /**
  107976. * Gets the list of block children
  107977. */
  107978. blocks: Array<OctreeBlock<T>>;
  107979. private _depth;
  107980. private _maxDepth;
  107981. private _capacity;
  107982. private _minPoint;
  107983. private _maxPoint;
  107984. private _boundingVectors;
  107985. private _creationFunc;
  107986. /**
  107987. * Creates a new block
  107988. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107989. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107990. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107991. * @param depth defines the current depth of this block in the octree
  107992. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107993. * @param creationFunc defines a callback to call when an element is added to the block
  107994. */
  107995. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107996. /**
  107997. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107998. */
  107999. readonly capacity: number;
  108000. /**
  108001. * Gets the minimum vector (in world space) of the block's bounding box
  108002. */
  108003. readonly minPoint: Vector3;
  108004. /**
  108005. * Gets the maximum vector (in world space) of the block's bounding box
  108006. */
  108007. readonly maxPoint: Vector3;
  108008. /**
  108009. * Add a new element to this block
  108010. * @param entry defines the element to add
  108011. */
  108012. addEntry(entry: T): void;
  108013. /**
  108014. * Remove an element from this block
  108015. * @param entry defines the element to remove
  108016. */
  108017. removeEntry(entry: T): void;
  108018. /**
  108019. * Add an array of elements to this block
  108020. * @param entries defines the array of elements to add
  108021. */
  108022. addEntries(entries: T[]): void;
  108023. /**
  108024. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  108025. * @param frustumPlanes defines the frustum planes to test
  108026. * @param selection defines the array to store current content if selection is positive
  108027. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108028. */
  108029. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108030. /**
  108031. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  108032. * @param sphereCenter defines the bounding sphere center
  108033. * @param sphereRadius defines the bounding sphere radius
  108034. * @param selection defines the array to store current content if selection is positive
  108035. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108036. */
  108037. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108038. /**
  108039. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  108040. * @param ray defines the ray to test with
  108041. * @param selection defines the array to store current content if selection is positive
  108042. */
  108043. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  108044. /**
  108045. * Subdivide the content into child blocks (this block will then be empty)
  108046. */
  108047. createInnerBlocks(): void;
  108048. /**
  108049. * @hidden
  108050. */
  108051. 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;
  108052. }
  108053. }
  108054. declare module BABYLON {
  108055. /**
  108056. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  108057. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108058. */
  108059. export class Octree<T> {
  108060. /** 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.) */
  108061. maxDepth: number;
  108062. /**
  108063. * Blocks within the octree containing objects
  108064. */
  108065. blocks: Array<OctreeBlock<T>>;
  108066. /**
  108067. * Content stored in the octree
  108068. */
  108069. dynamicContent: T[];
  108070. private _maxBlockCapacity;
  108071. private _selectionContent;
  108072. private _creationFunc;
  108073. /**
  108074. * Creates a octree
  108075. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108076. * @param creationFunc function to be used to instatiate the octree
  108077. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  108078. * @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.)
  108079. */
  108080. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  108081. /** 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.) */
  108082. maxDepth?: number);
  108083. /**
  108084. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  108085. * @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);
  108086. * @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);
  108087. * @param entries meshes to be added to the octree blocks
  108088. */
  108089. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  108090. /**
  108091. * Adds a mesh to the octree
  108092. * @param entry Mesh to add to the octree
  108093. */
  108094. addMesh(entry: T): void;
  108095. /**
  108096. * Remove an element from the octree
  108097. * @param entry defines the element to remove
  108098. */
  108099. removeMesh(entry: T): void;
  108100. /**
  108101. * Selects an array of meshes within the frustum
  108102. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  108103. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  108104. * @returns array of meshes within the frustum
  108105. */
  108106. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  108107. /**
  108108. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  108109. * @param sphereCenter defines the bounding sphere center
  108110. * @param sphereRadius defines the bounding sphere radius
  108111. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108112. * @returns an array of objects that intersect the sphere
  108113. */
  108114. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  108115. /**
  108116. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  108117. * @param ray defines the ray to test with
  108118. * @returns array of intersected objects
  108119. */
  108120. intersectsRay(ray: Ray): SmartArray<T>;
  108121. /**
  108122. * Adds a mesh into the octree block if it intersects the block
  108123. */
  108124. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  108125. /**
  108126. * Adds a submesh into the octree block if it intersects the block
  108127. */
  108128. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  108129. }
  108130. }
  108131. declare module BABYLON {
  108132. interface Scene {
  108133. /**
  108134. * @hidden
  108135. * Backing Filed
  108136. */
  108137. _selectionOctree: Octree<AbstractMesh>;
  108138. /**
  108139. * Gets the octree used to boost mesh selection (picking)
  108140. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108141. */
  108142. selectionOctree: Octree<AbstractMesh>;
  108143. /**
  108144. * Creates or updates the octree used to boost selection (picking)
  108145. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108146. * @param maxCapacity defines the maximum capacity per leaf
  108147. * @param maxDepth defines the maximum depth of the octree
  108148. * @returns an octree of AbstractMesh
  108149. */
  108150. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  108151. }
  108152. interface AbstractMesh {
  108153. /**
  108154. * @hidden
  108155. * Backing Field
  108156. */
  108157. _submeshesOctree: Octree<SubMesh>;
  108158. /**
  108159. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  108160. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  108161. * @param maxCapacity defines the maximum size of each block (64 by default)
  108162. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  108163. * @returns the new octree
  108164. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  108165. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108166. */
  108167. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  108168. }
  108169. /**
  108170. * Defines the octree scene component responsible to manage any octrees
  108171. * in a given scene.
  108172. */
  108173. export class OctreeSceneComponent {
  108174. /**
  108175. * The component name help to identify the component in the list of scene components.
  108176. */
  108177. readonly name: string;
  108178. /**
  108179. * The scene the component belongs to.
  108180. */
  108181. scene: Scene;
  108182. /**
  108183. * Indicates if the meshes have been checked to make sure they are isEnabled()
  108184. */
  108185. readonly checksIsEnabled: boolean;
  108186. /**
  108187. * Creates a new instance of the component for the given scene
  108188. * @param scene Defines the scene to register the component in
  108189. */
  108190. constructor(scene: Scene);
  108191. /**
  108192. * Registers the component in a given scene
  108193. */
  108194. register(): void;
  108195. /**
  108196. * Return the list of active meshes
  108197. * @returns the list of active meshes
  108198. */
  108199. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108200. /**
  108201. * Return the list of active sub meshes
  108202. * @param mesh The mesh to get the candidates sub meshes from
  108203. * @returns the list of active sub meshes
  108204. */
  108205. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108206. private _tempRay;
  108207. /**
  108208. * Return the list of sub meshes intersecting with a given local ray
  108209. * @param mesh defines the mesh to find the submesh for
  108210. * @param localRay defines the ray in local space
  108211. * @returns the list of intersecting sub meshes
  108212. */
  108213. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108214. /**
  108215. * Return the list of sub meshes colliding with a collider
  108216. * @param mesh defines the mesh to find the submesh for
  108217. * @param collider defines the collider to evaluate the collision against
  108218. * @returns the list of colliding sub meshes
  108219. */
  108220. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108221. /**
  108222. * Rebuilds the elements related to this component in case of
  108223. * context lost for instance.
  108224. */
  108225. rebuild(): void;
  108226. /**
  108227. * Disposes the component and the associated ressources.
  108228. */
  108229. dispose(): void;
  108230. }
  108231. }
  108232. declare module BABYLON {
  108233. /**
  108234. * Renders a layer on top of an existing scene
  108235. */
  108236. export class UtilityLayerRenderer implements IDisposable {
  108237. /** the original scene that will be rendered on top of */
  108238. originalScene: Scene;
  108239. private _pointerCaptures;
  108240. private _lastPointerEvents;
  108241. private static _DefaultUtilityLayer;
  108242. private static _DefaultKeepDepthUtilityLayer;
  108243. private _sharedGizmoLight;
  108244. private _renderCamera;
  108245. /**
  108246. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108247. * @returns the camera that is used when rendering the utility layer
  108248. */
  108249. getRenderCamera(): Nullable<Camera>;
  108250. /**
  108251. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108252. * @param cam the camera that should be used when rendering the utility layer
  108253. */
  108254. setRenderCamera(cam: Nullable<Camera>): void;
  108255. /**
  108256. * @hidden
  108257. * Light which used by gizmos to get light shading
  108258. */
  108259. _getSharedGizmoLight(): HemisphericLight;
  108260. /**
  108261. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108262. */
  108263. pickUtilitySceneFirst: boolean;
  108264. /**
  108265. * 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)
  108266. */
  108267. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108268. /**
  108269. * 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)
  108270. */
  108271. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108272. /**
  108273. * The scene that is rendered on top of the original scene
  108274. */
  108275. utilityLayerScene: Scene;
  108276. /**
  108277. * If the utility layer should automatically be rendered on top of existing scene
  108278. */
  108279. shouldRender: boolean;
  108280. /**
  108281. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108282. */
  108283. onlyCheckPointerDownEvents: boolean;
  108284. /**
  108285. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108286. */
  108287. processAllEvents: boolean;
  108288. /**
  108289. * Observable raised when the pointer move from the utility layer scene to the main scene
  108290. */
  108291. onPointerOutObservable: Observable<number>;
  108292. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108293. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108294. private _afterRenderObserver;
  108295. private _sceneDisposeObserver;
  108296. private _originalPointerObserver;
  108297. /**
  108298. * Instantiates a UtilityLayerRenderer
  108299. * @param originalScene the original scene that will be rendered on top of
  108300. * @param handleEvents boolean indicating if the utility layer should handle events
  108301. */
  108302. constructor(
  108303. /** the original scene that will be rendered on top of */
  108304. originalScene: Scene, handleEvents?: boolean);
  108305. private _notifyObservers;
  108306. /**
  108307. * Renders the utility layers scene on top of the original scene
  108308. */
  108309. render(): void;
  108310. /**
  108311. * Disposes of the renderer
  108312. */
  108313. dispose(): void;
  108314. private _updateCamera;
  108315. }
  108316. }
  108317. declare module BABYLON {
  108318. /**
  108319. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108320. */
  108321. export class Gizmo implements IDisposable {
  108322. /** The utility layer the gizmo will be added to */
  108323. gizmoLayer: UtilityLayerRenderer;
  108324. /**
  108325. * The root mesh of the gizmo
  108326. */
  108327. _rootMesh: Mesh;
  108328. private _attachedMesh;
  108329. /**
  108330. * Ratio for the scale of the gizmo (Default: 1)
  108331. */
  108332. scaleRatio: number;
  108333. /**
  108334. * If a custom mesh has been set (Default: false)
  108335. */
  108336. protected _customMeshSet: boolean;
  108337. /**
  108338. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108339. * * When set, interactions will be enabled
  108340. */
  108341. attachedMesh: Nullable<AbstractMesh>;
  108342. /**
  108343. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108344. * @param mesh The mesh to replace the default mesh of the gizmo
  108345. */
  108346. setCustomMesh(mesh: Mesh): void;
  108347. /**
  108348. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108349. */
  108350. updateGizmoRotationToMatchAttachedMesh: boolean;
  108351. /**
  108352. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108353. */
  108354. updateGizmoPositionToMatchAttachedMesh: boolean;
  108355. /**
  108356. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108357. */
  108358. updateScale: boolean;
  108359. protected _interactionsEnabled: boolean;
  108360. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108361. private _beforeRenderObserver;
  108362. private _tempVector;
  108363. /**
  108364. * Creates a gizmo
  108365. * @param gizmoLayer The utility layer the gizmo will be added to
  108366. */
  108367. constructor(
  108368. /** The utility layer the gizmo will be added to */
  108369. gizmoLayer?: UtilityLayerRenderer);
  108370. /**
  108371. * Updates the gizmo to match the attached mesh's position/rotation
  108372. */
  108373. protected _update(): void;
  108374. /**
  108375. * Disposes of the gizmo
  108376. */
  108377. dispose(): void;
  108378. }
  108379. }
  108380. declare module BABYLON {
  108381. /**
  108382. * Single plane drag gizmo
  108383. */
  108384. export class PlaneDragGizmo extends Gizmo {
  108385. /**
  108386. * Drag behavior responsible for the gizmos dragging interactions
  108387. */
  108388. dragBehavior: PointerDragBehavior;
  108389. private _pointerObserver;
  108390. /**
  108391. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108392. */
  108393. snapDistance: number;
  108394. /**
  108395. * Event that fires each time the gizmo snaps to a new location.
  108396. * * snapDistance is the the change in distance
  108397. */
  108398. onSnapObservable: Observable<{
  108399. snapDistance: number;
  108400. }>;
  108401. private _plane;
  108402. private _coloredMaterial;
  108403. private _hoverMaterial;
  108404. private _isEnabled;
  108405. private _parent;
  108406. /** @hidden */
  108407. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108408. /** @hidden */
  108409. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108410. /**
  108411. * Creates a PlaneDragGizmo
  108412. * @param gizmoLayer The utility layer the gizmo will be added to
  108413. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108414. * @param color The color of the gizmo
  108415. */
  108416. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108417. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108418. /**
  108419. * If the gizmo is enabled
  108420. */
  108421. isEnabled: boolean;
  108422. /**
  108423. * Disposes of the gizmo
  108424. */
  108425. dispose(): void;
  108426. }
  108427. }
  108428. declare module BABYLON {
  108429. /**
  108430. * Gizmo that enables dragging a mesh along 3 axis
  108431. */
  108432. export class PositionGizmo extends Gizmo {
  108433. /**
  108434. * Internal gizmo used for interactions on the x axis
  108435. */
  108436. xGizmo: AxisDragGizmo;
  108437. /**
  108438. * Internal gizmo used for interactions on the y axis
  108439. */
  108440. yGizmo: AxisDragGizmo;
  108441. /**
  108442. * Internal gizmo used for interactions on the z axis
  108443. */
  108444. zGizmo: AxisDragGizmo;
  108445. /**
  108446. * Internal gizmo used for interactions on the yz plane
  108447. */
  108448. xPlaneGizmo: PlaneDragGizmo;
  108449. /**
  108450. * Internal gizmo used for interactions on the xz plane
  108451. */
  108452. yPlaneGizmo: PlaneDragGizmo;
  108453. /**
  108454. * Internal gizmo used for interactions on the xy plane
  108455. */
  108456. zPlaneGizmo: PlaneDragGizmo;
  108457. /**
  108458. * private variables
  108459. */
  108460. private _meshAttached;
  108461. private _updateGizmoRotationToMatchAttachedMesh;
  108462. private _snapDistance;
  108463. private _scaleRatio;
  108464. /** Fires an event when any of it's sub gizmos are dragged */
  108465. onDragStartObservable: Observable<unknown>;
  108466. /** Fires an event when any of it's sub gizmos are released from dragging */
  108467. onDragEndObservable: Observable<unknown>;
  108468. /**
  108469. * If set to true, planar drag is enabled
  108470. */
  108471. private _planarGizmoEnabled;
  108472. attachedMesh: Nullable<AbstractMesh>;
  108473. /**
  108474. * Creates a PositionGizmo
  108475. * @param gizmoLayer The utility layer the gizmo will be added to
  108476. */
  108477. constructor(gizmoLayer?: UtilityLayerRenderer);
  108478. /**
  108479. * If the planar drag gizmo is enabled
  108480. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108481. */
  108482. planarGizmoEnabled: boolean;
  108483. updateGizmoRotationToMatchAttachedMesh: boolean;
  108484. /**
  108485. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108486. */
  108487. snapDistance: number;
  108488. /**
  108489. * Ratio for the scale of the gizmo (Default: 1)
  108490. */
  108491. scaleRatio: number;
  108492. /**
  108493. * Disposes of the gizmo
  108494. */
  108495. dispose(): void;
  108496. /**
  108497. * CustomMeshes are not supported by this gizmo
  108498. * @param mesh The mesh to replace the default mesh of the gizmo
  108499. */
  108500. setCustomMesh(mesh: Mesh): void;
  108501. }
  108502. }
  108503. declare module BABYLON {
  108504. /**
  108505. * Single axis drag gizmo
  108506. */
  108507. export class AxisDragGizmo extends Gizmo {
  108508. /**
  108509. * Drag behavior responsible for the gizmos dragging interactions
  108510. */
  108511. dragBehavior: PointerDragBehavior;
  108512. private _pointerObserver;
  108513. /**
  108514. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108515. */
  108516. snapDistance: number;
  108517. /**
  108518. * Event that fires each time the gizmo snaps to a new location.
  108519. * * snapDistance is the the change in distance
  108520. */
  108521. onSnapObservable: Observable<{
  108522. snapDistance: number;
  108523. }>;
  108524. private _isEnabled;
  108525. private _parent;
  108526. private _arrow;
  108527. private _coloredMaterial;
  108528. private _hoverMaterial;
  108529. /** @hidden */
  108530. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108531. /** @hidden */
  108532. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108533. /**
  108534. * Creates an AxisDragGizmo
  108535. * @param gizmoLayer The utility layer the gizmo will be added to
  108536. * @param dragAxis The axis which the gizmo will be able to drag on
  108537. * @param color The color of the gizmo
  108538. */
  108539. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108540. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108541. /**
  108542. * If the gizmo is enabled
  108543. */
  108544. isEnabled: boolean;
  108545. /**
  108546. * Disposes of the gizmo
  108547. */
  108548. dispose(): void;
  108549. }
  108550. }
  108551. declare module BABYLON.Debug {
  108552. /**
  108553. * The Axes viewer will show 3 axes in a specific point in space
  108554. */
  108555. export class AxesViewer {
  108556. private _xAxis;
  108557. private _yAxis;
  108558. private _zAxis;
  108559. private _scaleLinesFactor;
  108560. private _instanced;
  108561. /**
  108562. * Gets the hosting scene
  108563. */
  108564. scene: Scene;
  108565. /**
  108566. * Gets or sets a number used to scale line length
  108567. */
  108568. scaleLines: number;
  108569. /** Gets the node hierarchy used to render x-axis */
  108570. readonly xAxis: TransformNode;
  108571. /** Gets the node hierarchy used to render y-axis */
  108572. readonly yAxis: TransformNode;
  108573. /** Gets the node hierarchy used to render z-axis */
  108574. readonly zAxis: TransformNode;
  108575. /**
  108576. * Creates a new AxesViewer
  108577. * @param scene defines the hosting scene
  108578. * @param scaleLines defines a number used to scale line length (1 by default)
  108579. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108580. * @param xAxis defines the node hierarchy used to render the x-axis
  108581. * @param yAxis defines the node hierarchy used to render the y-axis
  108582. * @param zAxis defines the node hierarchy used to render the z-axis
  108583. */
  108584. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108585. /**
  108586. * Force the viewer to update
  108587. * @param position defines the position of the viewer
  108588. * @param xaxis defines the x axis of the viewer
  108589. * @param yaxis defines the y axis of the viewer
  108590. * @param zaxis defines the z axis of the viewer
  108591. */
  108592. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108593. /**
  108594. * Creates an instance of this axes viewer.
  108595. * @returns a new axes viewer with instanced meshes
  108596. */
  108597. createInstance(): AxesViewer;
  108598. /** Releases resources */
  108599. dispose(): void;
  108600. private static _SetRenderingGroupId;
  108601. }
  108602. }
  108603. declare module BABYLON.Debug {
  108604. /**
  108605. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108606. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108607. */
  108608. export class BoneAxesViewer extends AxesViewer {
  108609. /**
  108610. * Gets or sets the target mesh where to display the axes viewer
  108611. */
  108612. mesh: Nullable<Mesh>;
  108613. /**
  108614. * Gets or sets the target bone where to display the axes viewer
  108615. */
  108616. bone: Nullable<Bone>;
  108617. /** Gets current position */
  108618. pos: Vector3;
  108619. /** Gets direction of X axis */
  108620. xaxis: Vector3;
  108621. /** Gets direction of Y axis */
  108622. yaxis: Vector3;
  108623. /** Gets direction of Z axis */
  108624. zaxis: Vector3;
  108625. /**
  108626. * Creates a new BoneAxesViewer
  108627. * @param scene defines the hosting scene
  108628. * @param bone defines the target bone
  108629. * @param mesh defines the target mesh
  108630. * @param scaleLines defines a scaling factor for line length (1 by default)
  108631. */
  108632. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108633. /**
  108634. * Force the viewer to update
  108635. */
  108636. update(): void;
  108637. /** Releases resources */
  108638. dispose(): void;
  108639. }
  108640. }
  108641. declare module BABYLON {
  108642. /**
  108643. * Interface used to define scene explorer extensibility option
  108644. */
  108645. export interface IExplorerExtensibilityOption {
  108646. /**
  108647. * Define the option label
  108648. */
  108649. label: string;
  108650. /**
  108651. * Defines the action to execute on click
  108652. */
  108653. action: (entity: any) => void;
  108654. }
  108655. /**
  108656. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108657. */
  108658. export interface IExplorerExtensibilityGroup {
  108659. /**
  108660. * Defines a predicate to test if a given type mut be extended
  108661. */
  108662. predicate: (entity: any) => boolean;
  108663. /**
  108664. * Gets the list of options added to a type
  108665. */
  108666. entries: IExplorerExtensibilityOption[];
  108667. }
  108668. /**
  108669. * Interface used to define the options to use to create the Inspector
  108670. */
  108671. export interface IInspectorOptions {
  108672. /**
  108673. * Display in overlay mode (default: false)
  108674. */
  108675. overlay?: boolean;
  108676. /**
  108677. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108678. */
  108679. globalRoot?: HTMLElement;
  108680. /**
  108681. * Display the Scene explorer
  108682. */
  108683. showExplorer?: boolean;
  108684. /**
  108685. * Display the property inspector
  108686. */
  108687. showInspector?: boolean;
  108688. /**
  108689. * Display in embed mode (both panes on the right)
  108690. */
  108691. embedMode?: boolean;
  108692. /**
  108693. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108694. */
  108695. handleResize?: boolean;
  108696. /**
  108697. * Allow the panes to popup (default: true)
  108698. */
  108699. enablePopup?: boolean;
  108700. /**
  108701. * Allow the panes to be closed by users (default: true)
  108702. */
  108703. enableClose?: boolean;
  108704. /**
  108705. * Optional list of extensibility entries
  108706. */
  108707. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108708. /**
  108709. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108710. */
  108711. inspectorURL?: string;
  108712. }
  108713. interface Scene {
  108714. /**
  108715. * @hidden
  108716. * Backing field
  108717. */
  108718. _debugLayer: DebugLayer;
  108719. /**
  108720. * Gets the debug layer (aka Inspector) associated with the scene
  108721. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108722. */
  108723. debugLayer: DebugLayer;
  108724. }
  108725. /**
  108726. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108727. * what is happening in your scene
  108728. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108729. */
  108730. export class DebugLayer {
  108731. /**
  108732. * Define the url to get the inspector script from.
  108733. * By default it uses the babylonjs CDN.
  108734. * @ignoreNaming
  108735. */
  108736. static InspectorURL: string;
  108737. private _scene;
  108738. private BJSINSPECTOR;
  108739. private _onPropertyChangedObservable?;
  108740. /**
  108741. * Observable triggered when a property is changed through the inspector.
  108742. */
  108743. readonly onPropertyChangedObservable: any;
  108744. /**
  108745. * Instantiates a new debug layer.
  108746. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108747. * what is happening in your scene
  108748. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108749. * @param scene Defines the scene to inspect
  108750. */
  108751. constructor(scene: Scene);
  108752. /** Creates the inspector window. */
  108753. private _createInspector;
  108754. /**
  108755. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108756. * @param entity defines the entity to select
  108757. * @param lineContainerTitle defines the specific block to highlight
  108758. */
  108759. select(entity: any, lineContainerTitle?: string): void;
  108760. /** Get the inspector from bundle or global */
  108761. private _getGlobalInspector;
  108762. /**
  108763. * Get if the inspector is visible or not.
  108764. * @returns true if visible otherwise, false
  108765. */
  108766. isVisible(): boolean;
  108767. /**
  108768. * Hide the inspector and close its window.
  108769. */
  108770. hide(): void;
  108771. /**
  108772. * Launch the debugLayer.
  108773. * @param config Define the configuration of the inspector
  108774. * @return a promise fulfilled when the debug layer is visible
  108775. */
  108776. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108777. }
  108778. }
  108779. declare module BABYLON {
  108780. /**
  108781. * Class containing static functions to help procedurally build meshes
  108782. */
  108783. export class BoxBuilder {
  108784. /**
  108785. * Creates a box mesh
  108786. * * The parameter `size` sets the size (float) of each box side (default 1)
  108787. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108788. * * 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)
  108789. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108790. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108791. * * If you create a double-sided mesh, you can choose what parts of 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
  108792. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108793. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108794. * @param name defines the name of the mesh
  108795. * @param options defines the options used to create the mesh
  108796. * @param scene defines the hosting scene
  108797. * @returns the box mesh
  108798. */
  108799. static CreateBox(name: string, options: {
  108800. size?: number;
  108801. width?: number;
  108802. height?: number;
  108803. depth?: number;
  108804. faceUV?: Vector4[];
  108805. faceColors?: Color4[];
  108806. sideOrientation?: number;
  108807. frontUVs?: Vector4;
  108808. backUVs?: Vector4;
  108809. wrap?: boolean;
  108810. topBaseAt?: number;
  108811. bottomBaseAt?: number;
  108812. updatable?: boolean;
  108813. }, scene?: Nullable<Scene>): Mesh;
  108814. }
  108815. }
  108816. declare module BABYLON {
  108817. /**
  108818. * Class containing static functions to help procedurally build meshes
  108819. */
  108820. export class SphereBuilder {
  108821. /**
  108822. * Creates a sphere mesh
  108823. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108824. * * 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`)
  108825. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108826. * * 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
  108827. * * 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)
  108828. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108829. * * If you create a double-sided mesh, you can choose what parts of 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
  108830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108831. * @param name defines the name of the mesh
  108832. * @param options defines the options used to create the mesh
  108833. * @param scene defines the hosting scene
  108834. * @returns the sphere mesh
  108835. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108836. */
  108837. static CreateSphere(name: string, options: {
  108838. segments?: number;
  108839. diameter?: number;
  108840. diameterX?: number;
  108841. diameterY?: number;
  108842. diameterZ?: number;
  108843. arc?: number;
  108844. slice?: number;
  108845. sideOrientation?: number;
  108846. frontUVs?: Vector4;
  108847. backUVs?: Vector4;
  108848. updatable?: boolean;
  108849. }, scene?: Nullable<Scene>): Mesh;
  108850. }
  108851. }
  108852. declare module BABYLON.Debug {
  108853. /**
  108854. * Used to show the physics impostor around the specific mesh
  108855. */
  108856. export class PhysicsViewer {
  108857. /** @hidden */
  108858. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108859. /** @hidden */
  108860. protected _meshes: Array<Nullable<AbstractMesh>>;
  108861. /** @hidden */
  108862. protected _scene: Nullable<Scene>;
  108863. /** @hidden */
  108864. protected _numMeshes: number;
  108865. /** @hidden */
  108866. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108867. private _renderFunction;
  108868. private _utilityLayer;
  108869. private _debugBoxMesh;
  108870. private _debugSphereMesh;
  108871. private _debugCylinderMesh;
  108872. private _debugMaterial;
  108873. private _debugMeshMeshes;
  108874. /**
  108875. * Creates a new PhysicsViewer
  108876. * @param scene defines the hosting scene
  108877. */
  108878. constructor(scene: Scene);
  108879. /** @hidden */
  108880. protected _updateDebugMeshes(): void;
  108881. /**
  108882. * Renders a specified physic impostor
  108883. * @param impostor defines the impostor to render
  108884. * @param targetMesh defines the mesh represented by the impostor
  108885. * @returns the new debug mesh used to render the impostor
  108886. */
  108887. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108888. /**
  108889. * Hides a specified physic impostor
  108890. * @param impostor defines the impostor to hide
  108891. */
  108892. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108893. private _getDebugMaterial;
  108894. private _getDebugBoxMesh;
  108895. private _getDebugSphereMesh;
  108896. private _getDebugCylinderMesh;
  108897. private _getDebugMeshMesh;
  108898. private _getDebugMesh;
  108899. /** Releases all resources */
  108900. dispose(): void;
  108901. }
  108902. }
  108903. declare module BABYLON {
  108904. /**
  108905. * Class containing static functions to help procedurally build meshes
  108906. */
  108907. export class LinesBuilder {
  108908. /**
  108909. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108910. * * 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
  108911. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108912. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108913. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108914. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108915. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108916. * * 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
  108917. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108918. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108919. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108920. * @param name defines the name of the new line system
  108921. * @param options defines the options used to create the line system
  108922. * @param scene defines the hosting scene
  108923. * @returns a new line system mesh
  108924. */
  108925. static CreateLineSystem(name: string, options: {
  108926. lines: Vector3[][];
  108927. updatable?: boolean;
  108928. instance?: Nullable<LinesMesh>;
  108929. colors?: Nullable<Color4[][]>;
  108930. useVertexAlpha?: boolean;
  108931. }, scene: Nullable<Scene>): LinesMesh;
  108932. /**
  108933. * Creates a line mesh
  108934. * 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
  108935. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108936. * * The parameter `points` is an array successive Vector3
  108937. * * 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
  108938. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108939. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108940. * * When updating an instance, remember that only point positions can change, not the number of points
  108941. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108942. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108943. * @param name defines the name of the new line system
  108944. * @param options defines the options used to create the line system
  108945. * @param scene defines the hosting scene
  108946. * @returns a new line mesh
  108947. */
  108948. static CreateLines(name: string, options: {
  108949. points: Vector3[];
  108950. updatable?: boolean;
  108951. instance?: Nullable<LinesMesh>;
  108952. colors?: Color4[];
  108953. useVertexAlpha?: boolean;
  108954. }, scene?: Nullable<Scene>): LinesMesh;
  108955. /**
  108956. * Creates a dashed line mesh
  108957. * * 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
  108958. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108959. * * The parameter `points` is an array successive Vector3
  108960. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108961. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108962. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108963. * * 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
  108964. * * When updating an instance, remember that only point positions can change, not the number of points
  108965. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108966. * @param name defines the name of the mesh
  108967. * @param options defines the options used to create the mesh
  108968. * @param scene defines the hosting scene
  108969. * @returns the dashed line mesh
  108970. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108971. */
  108972. static CreateDashedLines(name: string, options: {
  108973. points: Vector3[];
  108974. dashSize?: number;
  108975. gapSize?: number;
  108976. dashNb?: number;
  108977. updatable?: boolean;
  108978. instance?: LinesMesh;
  108979. }, scene?: Nullable<Scene>): LinesMesh;
  108980. }
  108981. }
  108982. declare module BABYLON {
  108983. /**
  108984. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108985. * in order to better appreciate the issue one might have.
  108986. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108987. */
  108988. export class RayHelper {
  108989. /**
  108990. * Defines the ray we are currently tryin to visualize.
  108991. */
  108992. ray: Nullable<Ray>;
  108993. private _renderPoints;
  108994. private _renderLine;
  108995. private _renderFunction;
  108996. private _scene;
  108997. private _updateToMeshFunction;
  108998. private _attachedToMesh;
  108999. private _meshSpaceDirection;
  109000. private _meshSpaceOrigin;
  109001. /**
  109002. * Helper function to create a colored helper in a scene in one line.
  109003. * @param ray Defines the ray we are currently tryin to visualize
  109004. * @param scene Defines the scene the ray is used in
  109005. * @param color Defines the color we want to see the ray in
  109006. * @returns The newly created ray helper.
  109007. */
  109008. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  109009. /**
  109010. * Instantiate a new ray helper.
  109011. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  109012. * in order to better appreciate the issue one might have.
  109013. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  109014. * @param ray Defines the ray we are currently tryin to visualize
  109015. */
  109016. constructor(ray: Ray);
  109017. /**
  109018. * Shows the ray we are willing to debug.
  109019. * @param scene Defines the scene the ray needs to be rendered in
  109020. * @param color Defines the color the ray needs to be rendered in
  109021. */
  109022. show(scene: Scene, color?: Color3): void;
  109023. /**
  109024. * Hides the ray we are debugging.
  109025. */
  109026. hide(): void;
  109027. private _render;
  109028. /**
  109029. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  109030. * @param mesh Defines the mesh we want the helper attached to
  109031. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  109032. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  109033. * @param length Defines the length of the ray
  109034. */
  109035. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  109036. /**
  109037. * Detach the ray helper from the mesh it has previously been attached to.
  109038. */
  109039. detachFromMesh(): void;
  109040. private _updateToMesh;
  109041. /**
  109042. * Dispose the helper and release its associated resources.
  109043. */
  109044. dispose(): void;
  109045. }
  109046. }
  109047. declare module BABYLON.Debug {
  109048. /**
  109049. * Class used to render a debug view of a given skeleton
  109050. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  109051. */
  109052. export class SkeletonViewer {
  109053. /** defines the skeleton to render */
  109054. skeleton: Skeleton;
  109055. /** defines the mesh attached to the skeleton */
  109056. mesh: AbstractMesh;
  109057. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109058. autoUpdateBonesMatrices: boolean;
  109059. /** defines the rendering group id to use with the viewer */
  109060. renderingGroupId: number;
  109061. /** Gets or sets the color used to render the skeleton */
  109062. color: Color3;
  109063. private _scene;
  109064. private _debugLines;
  109065. private _debugMesh;
  109066. private _isEnabled;
  109067. private _renderFunction;
  109068. private _utilityLayer;
  109069. /**
  109070. * Returns the mesh used to render the bones
  109071. */
  109072. readonly debugMesh: Nullable<LinesMesh>;
  109073. /**
  109074. * Creates a new SkeletonViewer
  109075. * @param skeleton defines the skeleton to render
  109076. * @param mesh defines the mesh attached to the skeleton
  109077. * @param scene defines the hosting scene
  109078. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  109079. * @param renderingGroupId defines the rendering group id to use with the viewer
  109080. */
  109081. constructor(
  109082. /** defines the skeleton to render */
  109083. skeleton: Skeleton,
  109084. /** defines the mesh attached to the skeleton */
  109085. mesh: AbstractMesh, scene: Scene,
  109086. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109087. autoUpdateBonesMatrices?: boolean,
  109088. /** defines the rendering group id to use with the viewer */
  109089. renderingGroupId?: number);
  109090. /** Gets or sets a boolean indicating if the viewer is enabled */
  109091. isEnabled: boolean;
  109092. private _getBonePosition;
  109093. private _getLinesForBonesWithLength;
  109094. private _getLinesForBonesNoLength;
  109095. /** Update the viewer to sync with current skeleton state */
  109096. update(): void;
  109097. /** Release associated resources */
  109098. dispose(): void;
  109099. }
  109100. }
  109101. declare module BABYLON {
  109102. /**
  109103. * Options to create the null engine
  109104. */
  109105. export class NullEngineOptions {
  109106. /**
  109107. * Render width (Default: 512)
  109108. */
  109109. renderWidth: number;
  109110. /**
  109111. * Render height (Default: 256)
  109112. */
  109113. renderHeight: number;
  109114. /**
  109115. * Texture size (Default: 512)
  109116. */
  109117. textureSize: number;
  109118. /**
  109119. * If delta time between frames should be constant
  109120. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109121. */
  109122. deterministicLockstep: boolean;
  109123. /**
  109124. * Maximum about of steps between frames (Default: 4)
  109125. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109126. */
  109127. lockstepMaxSteps: number;
  109128. }
  109129. /**
  109130. * The null engine class provides support for headless version of babylon.js.
  109131. * This can be used in server side scenario or for testing purposes
  109132. */
  109133. export class NullEngine extends Engine {
  109134. private _options;
  109135. /**
  109136. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109137. */
  109138. isDeterministicLockStep(): boolean;
  109139. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  109140. getLockstepMaxSteps(): number;
  109141. /**
  109142. * Sets hardware scaling, used to save performance if needed
  109143. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109144. */
  109145. getHardwareScalingLevel(): number;
  109146. constructor(options?: NullEngineOptions);
  109147. createVertexBuffer(vertices: FloatArray): DataBuffer;
  109148. createIndexBuffer(indices: IndicesArray): DataBuffer;
  109149. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109150. getRenderWidth(useScreen?: boolean): number;
  109151. getRenderHeight(useScreen?: boolean): number;
  109152. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  109153. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  109154. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  109155. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109156. bindSamplers(effect: Effect): void;
  109157. enableEffect(effect: Effect): void;
  109158. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109159. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109160. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109161. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109162. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109163. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109164. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109165. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109166. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109167. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109168. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109169. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109170. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109171. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109172. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109173. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109174. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109175. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109176. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109177. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109178. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109179. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109180. bindBuffers(vertexBuffers: {
  109181. [key: string]: VertexBuffer;
  109182. }, indexBuffer: DataBuffer, effect: Effect): void;
  109183. wipeCaches(bruteForce?: boolean): void;
  109184. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  109185. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109186. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109187. /** @hidden */
  109188. _createTexture(): WebGLTexture;
  109189. /** @hidden */
  109190. _releaseTexture(texture: InternalTexture): void;
  109191. 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;
  109192. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109193. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109194. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109195. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109196. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109197. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109198. areAllEffectsReady(): boolean;
  109199. /**
  109200. * @hidden
  109201. * Get the current error code of the webGL context
  109202. * @returns the error code
  109203. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109204. */
  109205. getError(): number;
  109206. /** @hidden */
  109207. _getUnpackAlignement(): number;
  109208. /** @hidden */
  109209. _unpackFlipY(value: boolean): void;
  109210. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109211. /**
  109212. * Updates a dynamic vertex buffer.
  109213. * @param vertexBuffer the vertex buffer to update
  109214. * @param data the data used to update the vertex buffer
  109215. * @param byteOffset the byte offset of the data (optional)
  109216. * @param byteLength the byte length of the data (optional)
  109217. */
  109218. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109219. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109220. /** @hidden */
  109221. _bindTexture(channel: number, texture: InternalTexture): void;
  109222. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109223. releaseEffects(): void;
  109224. displayLoadingUI(): void;
  109225. hideLoadingUI(): void;
  109226. /** @hidden */
  109227. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109228. /** @hidden */
  109229. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109230. /** @hidden */
  109231. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109232. /** @hidden */
  109233. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109234. }
  109235. }
  109236. declare module BABYLON {
  109237. /** @hidden */
  109238. export class _OcclusionDataStorage {
  109239. /** @hidden */
  109240. occlusionInternalRetryCounter: number;
  109241. /** @hidden */
  109242. isOcclusionQueryInProgress: boolean;
  109243. /** @hidden */
  109244. isOccluded: boolean;
  109245. /** @hidden */
  109246. occlusionRetryCount: number;
  109247. /** @hidden */
  109248. occlusionType: number;
  109249. /** @hidden */
  109250. occlusionQueryAlgorithmType: number;
  109251. }
  109252. interface Engine {
  109253. /**
  109254. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109255. * @return the new query
  109256. */
  109257. createQuery(): WebGLQuery;
  109258. /**
  109259. * Delete and release a webGL query
  109260. * @param query defines the query to delete
  109261. * @return the current engine
  109262. */
  109263. deleteQuery(query: WebGLQuery): Engine;
  109264. /**
  109265. * Check if a given query has resolved and got its value
  109266. * @param query defines the query to check
  109267. * @returns true if the query got its value
  109268. */
  109269. isQueryResultAvailable(query: WebGLQuery): boolean;
  109270. /**
  109271. * Gets the value of a given query
  109272. * @param query defines the query to check
  109273. * @returns the value of the query
  109274. */
  109275. getQueryResult(query: WebGLQuery): number;
  109276. /**
  109277. * Initiates an occlusion query
  109278. * @param algorithmType defines the algorithm to use
  109279. * @param query defines the query to use
  109280. * @returns the current engine
  109281. * @see http://doc.babylonjs.com/features/occlusionquery
  109282. */
  109283. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109284. /**
  109285. * Ends an occlusion query
  109286. * @see http://doc.babylonjs.com/features/occlusionquery
  109287. * @param algorithmType defines the algorithm to use
  109288. * @returns the current engine
  109289. */
  109290. endOcclusionQuery(algorithmType: number): Engine;
  109291. /**
  109292. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109293. * Please note that only one query can be issued at a time
  109294. * @returns a time token used to track the time span
  109295. */
  109296. startTimeQuery(): Nullable<_TimeToken>;
  109297. /**
  109298. * Ends a time query
  109299. * @param token defines the token used to measure the time span
  109300. * @returns the time spent (in ns)
  109301. */
  109302. endTimeQuery(token: _TimeToken): int;
  109303. /** @hidden */
  109304. _currentNonTimestampToken: Nullable<_TimeToken>;
  109305. /** @hidden */
  109306. _createTimeQuery(): WebGLQuery;
  109307. /** @hidden */
  109308. _deleteTimeQuery(query: WebGLQuery): void;
  109309. /** @hidden */
  109310. _getGlAlgorithmType(algorithmType: number): number;
  109311. /** @hidden */
  109312. _getTimeQueryResult(query: WebGLQuery): any;
  109313. /** @hidden */
  109314. _getTimeQueryAvailability(query: WebGLQuery): any;
  109315. }
  109316. interface AbstractMesh {
  109317. /**
  109318. * Backing filed
  109319. * @hidden
  109320. */
  109321. __occlusionDataStorage: _OcclusionDataStorage;
  109322. /**
  109323. * Access property
  109324. * @hidden
  109325. */
  109326. _occlusionDataStorage: _OcclusionDataStorage;
  109327. /**
  109328. * 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.
  109329. * The default value is -1 which means don't break the query and wait till the result
  109330. * @see http://doc.babylonjs.com/features/occlusionquery
  109331. */
  109332. occlusionRetryCount: number;
  109333. /**
  109334. * 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:
  109335. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109336. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109337. * * 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.
  109338. * @see http://doc.babylonjs.com/features/occlusionquery
  109339. */
  109340. occlusionType: number;
  109341. /**
  109342. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109343. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109344. * * 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.
  109345. * @see http://doc.babylonjs.com/features/occlusionquery
  109346. */
  109347. occlusionQueryAlgorithmType: number;
  109348. /**
  109349. * 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
  109350. * @see http://doc.babylonjs.com/features/occlusionquery
  109351. */
  109352. isOccluded: boolean;
  109353. /**
  109354. * Flag to check the progress status of the query
  109355. * @see http://doc.babylonjs.com/features/occlusionquery
  109356. */
  109357. isOcclusionQueryInProgress: boolean;
  109358. }
  109359. }
  109360. declare module BABYLON {
  109361. /** @hidden */
  109362. export var _forceTransformFeedbackToBundle: boolean;
  109363. interface Engine {
  109364. /**
  109365. * Creates a webGL transform feedback object
  109366. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109367. * @returns the webGL transform feedback object
  109368. */
  109369. createTransformFeedback(): WebGLTransformFeedback;
  109370. /**
  109371. * Delete a webGL transform feedback object
  109372. * @param value defines the webGL transform feedback object to delete
  109373. */
  109374. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109375. /**
  109376. * Bind a webGL transform feedback object to the webgl context
  109377. * @param value defines the webGL transform feedback object to bind
  109378. */
  109379. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109380. /**
  109381. * Begins a transform feedback operation
  109382. * @param usePoints defines if points or triangles must be used
  109383. */
  109384. beginTransformFeedback(usePoints: boolean): void;
  109385. /**
  109386. * Ends a transform feedback operation
  109387. */
  109388. endTransformFeedback(): void;
  109389. /**
  109390. * Specify the varyings to use with transform feedback
  109391. * @param program defines the associated webGL program
  109392. * @param value defines the list of strings representing the varying names
  109393. */
  109394. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109395. /**
  109396. * Bind a webGL buffer for a transform feedback operation
  109397. * @param value defines the webGL buffer to bind
  109398. */
  109399. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109400. }
  109401. }
  109402. declare module BABYLON {
  109403. /**
  109404. * Creation options of the multi render target texture.
  109405. */
  109406. export interface IMultiRenderTargetOptions {
  109407. /**
  109408. * Define if the texture needs to create mip maps after render.
  109409. */
  109410. generateMipMaps?: boolean;
  109411. /**
  109412. * Define the types of all the draw buffers we want to create
  109413. */
  109414. types?: number[];
  109415. /**
  109416. * Define the sampling modes of all the draw buffers we want to create
  109417. */
  109418. samplingModes?: number[];
  109419. /**
  109420. * Define if a depth buffer is required
  109421. */
  109422. generateDepthBuffer?: boolean;
  109423. /**
  109424. * Define if a stencil buffer is required
  109425. */
  109426. generateStencilBuffer?: boolean;
  109427. /**
  109428. * Define if a depth texture is required instead of a depth buffer
  109429. */
  109430. generateDepthTexture?: boolean;
  109431. /**
  109432. * Define the number of desired draw buffers
  109433. */
  109434. textureCount?: number;
  109435. /**
  109436. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109437. */
  109438. doNotChangeAspectRatio?: boolean;
  109439. /**
  109440. * Define the default type of the buffers we are creating
  109441. */
  109442. defaultType?: number;
  109443. }
  109444. /**
  109445. * A multi render target, like a render target provides the ability to render to a texture.
  109446. * Unlike the render target, it can render to several draw buffers in one draw.
  109447. * This is specially interesting in deferred rendering or for any effects requiring more than
  109448. * just one color from a single pass.
  109449. */
  109450. export class MultiRenderTarget extends RenderTargetTexture {
  109451. private _internalTextures;
  109452. private _textures;
  109453. private _multiRenderTargetOptions;
  109454. /**
  109455. * Get if draw buffers are currently supported by the used hardware and browser.
  109456. */
  109457. readonly isSupported: boolean;
  109458. /**
  109459. * Get the list of textures generated by the multi render target.
  109460. */
  109461. readonly textures: Texture[];
  109462. /**
  109463. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109464. */
  109465. readonly depthTexture: Texture;
  109466. /**
  109467. * Set the wrapping mode on U of all the textures we are rendering to.
  109468. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109469. */
  109470. wrapU: number;
  109471. /**
  109472. * Set the wrapping mode on V of all the textures we are rendering to.
  109473. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109474. */
  109475. wrapV: number;
  109476. /**
  109477. * Instantiate a new multi render target texture.
  109478. * A multi render target, like a render target provides the ability to render to a texture.
  109479. * Unlike the render target, it can render to several draw buffers in one draw.
  109480. * This is specially interesting in deferred rendering or for any effects requiring more than
  109481. * just one color from a single pass.
  109482. * @param name Define the name of the texture
  109483. * @param size Define the size of the buffers to render to
  109484. * @param count Define the number of target we are rendering into
  109485. * @param scene Define the scene the texture belongs to
  109486. * @param options Define the options used to create the multi render target
  109487. */
  109488. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109489. /** @hidden */
  109490. _rebuild(): void;
  109491. private _createInternalTextures;
  109492. private _createTextures;
  109493. /**
  109494. * Define the number of samples used if MSAA is enabled.
  109495. */
  109496. samples: number;
  109497. /**
  109498. * Resize all the textures in the multi render target.
  109499. * Be carrefull as it will recreate all the data in the new texture.
  109500. * @param size Define the new size
  109501. */
  109502. resize(size: any): void;
  109503. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109504. /**
  109505. * Dispose the render targets and their associated resources
  109506. */
  109507. dispose(): void;
  109508. /**
  109509. * Release all the underlying texture used as draw buffers.
  109510. */
  109511. releaseInternalTextures(): void;
  109512. }
  109513. }
  109514. declare module BABYLON {
  109515. interface Engine {
  109516. /**
  109517. * Unbind a list of render target textures from the webGL context
  109518. * This is used only when drawBuffer extension or webGL2 are active
  109519. * @param textures defines the render target textures to unbind
  109520. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109521. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109522. */
  109523. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109524. /**
  109525. * Create a multi render target texture
  109526. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109527. * @param size defines the size of the texture
  109528. * @param options defines the creation options
  109529. * @returns the cube texture as an InternalTexture
  109530. */
  109531. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109532. /**
  109533. * Update the sample count for a given multiple render target texture
  109534. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109535. * @param textures defines the textures to update
  109536. * @param samples defines the sample count to set
  109537. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109538. */
  109539. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109540. }
  109541. }
  109542. declare module BABYLON {
  109543. /** @hidden */
  109544. export var rgbdEncodePixelShader: {
  109545. name: string;
  109546. shader: string;
  109547. };
  109548. }
  109549. declare module BABYLON {
  109550. /** @hidden */
  109551. export var rgbdDecodePixelShader: {
  109552. name: string;
  109553. shader: string;
  109554. };
  109555. }
  109556. declare module BABYLON {
  109557. /**
  109558. * Raw texture data and descriptor sufficient for WebGL texture upload
  109559. */
  109560. export interface EnvironmentTextureInfo {
  109561. /**
  109562. * Version of the environment map
  109563. */
  109564. version: number;
  109565. /**
  109566. * Width of image
  109567. */
  109568. width: number;
  109569. /**
  109570. * Irradiance information stored in the file.
  109571. */
  109572. irradiance: any;
  109573. /**
  109574. * Specular information stored in the file.
  109575. */
  109576. specular: any;
  109577. }
  109578. /**
  109579. * Defines One Image in the file. It requires only the position in the file
  109580. * as well as the length.
  109581. */
  109582. interface BufferImageData {
  109583. /**
  109584. * Length of the image data.
  109585. */
  109586. length: number;
  109587. /**
  109588. * Position of the data from the null terminator delimiting the end of the JSON.
  109589. */
  109590. position: number;
  109591. }
  109592. /**
  109593. * Defines the specular data enclosed in the file.
  109594. * This corresponds to the version 1 of the data.
  109595. */
  109596. export interface EnvironmentTextureSpecularInfoV1 {
  109597. /**
  109598. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109599. */
  109600. specularDataPosition?: number;
  109601. /**
  109602. * This contains all the images data needed to reconstruct the cubemap.
  109603. */
  109604. mipmaps: Array<BufferImageData>;
  109605. /**
  109606. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109607. */
  109608. lodGenerationScale: number;
  109609. }
  109610. /**
  109611. * Sets of helpers addressing the serialization and deserialization of environment texture
  109612. * stored in a BabylonJS env file.
  109613. * Those files are usually stored as .env files.
  109614. */
  109615. export class EnvironmentTextureTools {
  109616. /**
  109617. * Magic number identifying the env file.
  109618. */
  109619. private static _MagicBytes;
  109620. /**
  109621. * Gets the environment info from an env file.
  109622. * @param data The array buffer containing the .env bytes.
  109623. * @returns the environment file info (the json header) if successfully parsed.
  109624. */
  109625. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109626. /**
  109627. * Creates an environment texture from a loaded cube texture.
  109628. * @param texture defines the cube texture to convert in env file
  109629. * @return a promise containing the environment data if succesfull.
  109630. */
  109631. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109632. /**
  109633. * Creates a JSON representation of the spherical data.
  109634. * @param texture defines the texture containing the polynomials
  109635. * @return the JSON representation of the spherical info
  109636. */
  109637. private static _CreateEnvTextureIrradiance;
  109638. /**
  109639. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109640. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109641. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109642. * @return the views described by info providing access to the underlying buffer
  109643. */
  109644. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109645. /**
  109646. * Uploads the texture info contained in the env file to the GPU.
  109647. * @param texture defines the internal texture to upload to
  109648. * @param arrayBuffer defines the buffer cotaining the data to load
  109649. * @param info defines the texture info retrieved through the GetEnvInfo method
  109650. * @returns a promise
  109651. */
  109652. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109653. /**
  109654. * Uploads the levels of image data to the GPU.
  109655. * @param texture defines the internal texture to upload to
  109656. * @param imageData defines the array buffer views of image data [mipmap][face]
  109657. * @returns a promise
  109658. */
  109659. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109660. /**
  109661. * Uploads spherical polynomials information to the texture.
  109662. * @param texture defines the texture we are trying to upload the information to
  109663. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109664. */
  109665. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109666. /** @hidden */
  109667. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109668. }
  109669. }
  109670. declare module BABYLON {
  109671. /**
  109672. * Contains position and normal vectors for a vertex
  109673. */
  109674. export class PositionNormalVertex {
  109675. /** the position of the vertex (defaut: 0,0,0) */
  109676. position: Vector3;
  109677. /** the normal of the vertex (defaut: 0,1,0) */
  109678. normal: Vector3;
  109679. /**
  109680. * Creates a PositionNormalVertex
  109681. * @param position the position of the vertex (defaut: 0,0,0)
  109682. * @param normal the normal of the vertex (defaut: 0,1,0)
  109683. */
  109684. constructor(
  109685. /** the position of the vertex (defaut: 0,0,0) */
  109686. position?: Vector3,
  109687. /** the normal of the vertex (defaut: 0,1,0) */
  109688. normal?: Vector3);
  109689. /**
  109690. * Clones the PositionNormalVertex
  109691. * @returns the cloned PositionNormalVertex
  109692. */
  109693. clone(): PositionNormalVertex;
  109694. }
  109695. /**
  109696. * Contains position, normal and uv vectors for a vertex
  109697. */
  109698. export class PositionNormalTextureVertex {
  109699. /** the position of the vertex (defaut: 0,0,0) */
  109700. position: Vector3;
  109701. /** the normal of the vertex (defaut: 0,1,0) */
  109702. normal: Vector3;
  109703. /** the uv of the vertex (default: 0,0) */
  109704. uv: Vector2;
  109705. /**
  109706. * Creates a PositionNormalTextureVertex
  109707. * @param position the position of the vertex (defaut: 0,0,0)
  109708. * @param normal the normal of the vertex (defaut: 0,1,0)
  109709. * @param uv the uv of the vertex (default: 0,0)
  109710. */
  109711. constructor(
  109712. /** the position of the vertex (defaut: 0,0,0) */
  109713. position?: Vector3,
  109714. /** the normal of the vertex (defaut: 0,1,0) */
  109715. normal?: Vector3,
  109716. /** the uv of the vertex (default: 0,0) */
  109717. uv?: Vector2);
  109718. /**
  109719. * Clones the PositionNormalTextureVertex
  109720. * @returns the cloned PositionNormalTextureVertex
  109721. */
  109722. clone(): PositionNormalTextureVertex;
  109723. }
  109724. }
  109725. declare module BABYLON {
  109726. /** @hidden */
  109727. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109728. private _genericAttributeLocation;
  109729. private _varyingLocationCount;
  109730. private _varyingLocationMap;
  109731. private _replacements;
  109732. private _textureCount;
  109733. private _uniforms;
  109734. lineProcessor(line: string): string;
  109735. attributeProcessor(attribute: string): string;
  109736. varyingProcessor(varying: string, isFragment: boolean): string;
  109737. uniformProcessor(uniform: string): string;
  109738. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109739. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109740. }
  109741. }
  109742. declare module BABYLON {
  109743. /**
  109744. * Container for accessors for natively-stored mesh data buffers.
  109745. */
  109746. class NativeDataBuffer extends DataBuffer {
  109747. /**
  109748. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109749. */
  109750. nativeIndexBuffer?: any;
  109751. /**
  109752. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109753. */
  109754. nativeVertexBuffer?: any;
  109755. }
  109756. /** @hidden */
  109757. export class NativeEngine extends Engine {
  109758. private readonly _native;
  109759. getHardwareScalingLevel(): number;
  109760. constructor();
  109761. /**
  109762. * Can be used to override the current requestAnimationFrame requester.
  109763. * @hidden
  109764. */
  109765. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109766. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109767. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109768. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109769. recordVertexArrayObject(vertexBuffers: {
  109770. [key: string]: VertexBuffer;
  109771. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109772. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109773. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109774. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109775. /**
  109776. * Draw a list of indexed primitives
  109777. * @param fillMode defines the primitive to use
  109778. * @param indexStart defines the starting index
  109779. * @param indexCount defines the number of index to draw
  109780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109781. */
  109782. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109783. /**
  109784. * Draw a list of unindexed primitives
  109785. * @param fillMode defines the primitive to use
  109786. * @param verticesStart defines the index of first vertex to draw
  109787. * @param verticesCount defines the count of vertices to draw
  109788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109789. */
  109790. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109791. createPipelineContext(): IPipelineContext;
  109792. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109793. /** @hidden */
  109794. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109795. /** @hidden */
  109796. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109797. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109798. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109799. protected _setProgram(program: WebGLProgram): void;
  109800. _releaseEffect(effect: Effect): void;
  109801. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109802. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109803. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109804. bindSamplers(effect: Effect): void;
  109805. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109806. getRenderWidth(useScreen?: boolean): number;
  109807. getRenderHeight(useScreen?: boolean): number;
  109808. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109809. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109810. /**
  109811. * Set the z offset to apply to current rendering
  109812. * @param value defines the offset to apply
  109813. */
  109814. setZOffset(value: number): void;
  109815. /**
  109816. * Gets the current value of the zOffset
  109817. * @returns the current zOffset state
  109818. */
  109819. getZOffset(): number;
  109820. /**
  109821. * Enable or disable depth buffering
  109822. * @param enable defines the state to set
  109823. */
  109824. setDepthBuffer(enable: boolean): void;
  109825. /**
  109826. * Gets a boolean indicating if depth writing is enabled
  109827. * @returns the current depth writing state
  109828. */
  109829. getDepthWrite(): boolean;
  109830. /**
  109831. * Enable or disable depth writing
  109832. * @param enable defines the state to set
  109833. */
  109834. setDepthWrite(enable: boolean): void;
  109835. /**
  109836. * Enable or disable color writing
  109837. * @param enable defines the state to set
  109838. */
  109839. setColorWrite(enable: boolean): void;
  109840. /**
  109841. * Gets a boolean indicating if color writing is enabled
  109842. * @returns the current color writing state
  109843. */
  109844. getColorWrite(): boolean;
  109845. /**
  109846. * Sets alpha constants used by some alpha blending modes
  109847. * @param r defines the red component
  109848. * @param g defines the green component
  109849. * @param b defines the blue component
  109850. * @param a defines the alpha component
  109851. */
  109852. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109853. /**
  109854. * Sets the current alpha mode
  109855. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109856. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109857. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109858. */
  109859. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109860. /**
  109861. * Gets the current alpha mode
  109862. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109863. * @returns the current alpha mode
  109864. */
  109865. getAlphaMode(): number;
  109866. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109867. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109868. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109869. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109870. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109871. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109872. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109873. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109874. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109875. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109876. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109877. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109878. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109879. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109880. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109881. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109882. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109883. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109884. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109885. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109886. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109887. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109888. wipeCaches(bruteForce?: boolean): void;
  109889. _createTexture(): WebGLTexture;
  109890. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109891. /**
  109892. * Usually called from BABYLON.Texture.ts.
  109893. * Passed information to create a WebGLTexture
  109894. * @param urlArg defines a value which contains one of the following:
  109895. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109896. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109897. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109898. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109899. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109900. * @param scene needed for loading to the correct scene
  109901. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109902. * @param onLoad optional callback to be called upon successful completion
  109903. * @param onError optional callback to be called upon failure
  109904. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109905. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109906. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109907. * @param forcedExtension defines the extension to use to pick the right loader
  109908. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109909. */
  109910. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  109911. /**
  109912. * Creates a cube texture
  109913. * @param rootUrl defines the url where the files to load is located
  109914. * @param scene defines the current scene
  109915. * @param files defines the list of files to load (1 per face)
  109916. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109917. * @param onLoad defines an optional callback raised when the texture is loaded
  109918. * @param onError defines an optional callback raised if there is an issue to load the texture
  109919. * @param format defines the format of the data
  109920. * @param forcedExtension defines the extension to use to pick the right loader
  109921. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109922. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109923. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109924. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109925. * @returns the cube texture as an InternalTexture
  109926. */
  109927. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  109928. private _getSamplingFilter;
  109929. private static _GetNativeTextureFormat;
  109930. createRenderTargetTexture(size: number | {
  109931. width: number;
  109932. height: number;
  109933. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109934. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109935. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109936. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109937. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109938. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109939. /**
  109940. * Updates a dynamic vertex buffer.
  109941. * @param vertexBuffer the vertex buffer to update
  109942. * @param data the data used to update the vertex buffer
  109943. * @param byteOffset the byte offset of the data (optional)
  109944. * @param byteLength the byte length of the data (optional)
  109945. */
  109946. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109947. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109948. private _updateAnisotropicLevel;
  109949. private _getAddressMode;
  109950. /** @hidden */
  109951. _bindTexture(channel: number, texture: InternalTexture): void;
  109952. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109953. releaseEffects(): void;
  109954. /** @hidden */
  109955. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109956. /** @hidden */
  109957. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109958. /** @hidden */
  109959. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109960. /** @hidden */
  109961. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109962. }
  109963. }
  109964. declare module BABYLON {
  109965. /**
  109966. * Gather the list of clipboard event types as constants.
  109967. */
  109968. export class ClipboardEventTypes {
  109969. /**
  109970. * The clipboard event is fired when a copy command is active (pressed).
  109971. */
  109972. static readonly COPY: number;
  109973. /**
  109974. * The clipboard event is fired when a cut command is active (pressed).
  109975. */
  109976. static readonly CUT: number;
  109977. /**
  109978. * The clipboard event is fired when a paste command is active (pressed).
  109979. */
  109980. static readonly PASTE: number;
  109981. }
  109982. /**
  109983. * This class is used to store clipboard related info for the onClipboardObservable event.
  109984. */
  109985. export class ClipboardInfo {
  109986. /**
  109987. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109988. */
  109989. type: number;
  109990. /**
  109991. * Defines the related dom event
  109992. */
  109993. event: ClipboardEvent;
  109994. /**
  109995. *Creates an instance of ClipboardInfo.
  109996. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109997. * @param event Defines the related dom event
  109998. */
  109999. constructor(
  110000. /**
  110001. * Defines the type of event (BABYLON.ClipboardEventTypes)
  110002. */
  110003. type: number,
  110004. /**
  110005. * Defines the related dom event
  110006. */
  110007. event: ClipboardEvent);
  110008. /**
  110009. * Get the clipboard event's type from the keycode.
  110010. * @param keyCode Defines the keyCode for the current keyboard event.
  110011. * @return {number}
  110012. */
  110013. static GetTypeFromCharacter(keyCode: number): number;
  110014. }
  110015. }
  110016. declare module BABYLON {
  110017. /**
  110018. * Google Daydream controller
  110019. */
  110020. export class DaydreamController extends WebVRController {
  110021. /**
  110022. * Base Url for the controller model.
  110023. */
  110024. static MODEL_BASE_URL: string;
  110025. /**
  110026. * File name for the controller model.
  110027. */
  110028. static MODEL_FILENAME: string;
  110029. /**
  110030. * Gamepad Id prefix used to identify Daydream Controller.
  110031. */
  110032. static readonly GAMEPAD_ID_PREFIX: string;
  110033. /**
  110034. * Creates a new DaydreamController from a gamepad
  110035. * @param vrGamepad the gamepad that the controller should be created from
  110036. */
  110037. constructor(vrGamepad: any);
  110038. /**
  110039. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110040. * @param scene scene in which to add meshes
  110041. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110042. */
  110043. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110044. /**
  110045. * Called once for each button that changed state since the last frame
  110046. * @param buttonIdx Which button index changed
  110047. * @param state New state of the button
  110048. * @param changes Which properties on the state changed since last frame
  110049. */
  110050. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110051. }
  110052. }
  110053. declare module BABYLON {
  110054. /**
  110055. * Gear VR Controller
  110056. */
  110057. export class GearVRController extends WebVRController {
  110058. /**
  110059. * Base Url for the controller model.
  110060. */
  110061. static MODEL_BASE_URL: string;
  110062. /**
  110063. * File name for the controller model.
  110064. */
  110065. static MODEL_FILENAME: string;
  110066. /**
  110067. * Gamepad Id prefix used to identify this controller.
  110068. */
  110069. static readonly GAMEPAD_ID_PREFIX: string;
  110070. private readonly _buttonIndexToObservableNameMap;
  110071. /**
  110072. * Creates a new GearVRController from a gamepad
  110073. * @param vrGamepad the gamepad that the controller should be created from
  110074. */
  110075. constructor(vrGamepad: any);
  110076. /**
  110077. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110078. * @param scene scene in which to add meshes
  110079. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110080. */
  110081. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110082. /**
  110083. * Called once for each button that changed state since the last frame
  110084. * @param buttonIdx Which button index changed
  110085. * @param state New state of the button
  110086. * @param changes Which properties on the state changed since last frame
  110087. */
  110088. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110089. }
  110090. }
  110091. declare module BABYLON {
  110092. /**
  110093. * Class containing static functions to help procedurally build meshes
  110094. */
  110095. export class PolyhedronBuilder {
  110096. /**
  110097. * Creates a polyhedron mesh
  110098. * * 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
  110099. * * The parameter `size` (positive float, default 1) sets the polygon size
  110100. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  110101. * * 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`
  110102. * * 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
  110103. * * 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)`)
  110104. * * 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
  110105. * * 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
  110106. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110107. * * If you create a double-sided mesh, you can choose what parts of 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
  110108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110109. * @param name defines the name of the mesh
  110110. * @param options defines the options used to create the mesh
  110111. * @param scene defines the hosting scene
  110112. * @returns the polyhedron mesh
  110113. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  110114. */
  110115. static CreatePolyhedron(name: string, options: {
  110116. type?: number;
  110117. size?: number;
  110118. sizeX?: number;
  110119. sizeY?: number;
  110120. sizeZ?: number;
  110121. custom?: any;
  110122. faceUV?: Vector4[];
  110123. faceColors?: Color4[];
  110124. flat?: boolean;
  110125. updatable?: boolean;
  110126. sideOrientation?: number;
  110127. frontUVs?: Vector4;
  110128. backUVs?: Vector4;
  110129. }, scene?: Nullable<Scene>): Mesh;
  110130. }
  110131. }
  110132. declare module BABYLON {
  110133. /**
  110134. * Gizmo that enables scaling a mesh along 3 axis
  110135. */
  110136. export class ScaleGizmo extends Gizmo {
  110137. /**
  110138. * Internal gizmo used for interactions on the x axis
  110139. */
  110140. xGizmo: AxisScaleGizmo;
  110141. /**
  110142. * Internal gizmo used for interactions on the y axis
  110143. */
  110144. yGizmo: AxisScaleGizmo;
  110145. /**
  110146. * Internal gizmo used for interactions on the z axis
  110147. */
  110148. zGizmo: AxisScaleGizmo;
  110149. /**
  110150. * Internal gizmo used to scale all axis equally
  110151. */
  110152. uniformScaleGizmo: AxisScaleGizmo;
  110153. private _meshAttached;
  110154. private _updateGizmoRotationToMatchAttachedMesh;
  110155. private _snapDistance;
  110156. private _scaleRatio;
  110157. private _uniformScalingMesh;
  110158. private _octahedron;
  110159. /** Fires an event when any of it's sub gizmos are dragged */
  110160. onDragStartObservable: Observable<unknown>;
  110161. /** Fires an event when any of it's sub gizmos are released from dragging */
  110162. onDragEndObservable: Observable<unknown>;
  110163. attachedMesh: Nullable<AbstractMesh>;
  110164. /**
  110165. * Creates a ScaleGizmo
  110166. * @param gizmoLayer The utility layer the gizmo will be added to
  110167. */
  110168. constructor(gizmoLayer?: UtilityLayerRenderer);
  110169. updateGizmoRotationToMatchAttachedMesh: boolean;
  110170. /**
  110171. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110172. */
  110173. snapDistance: number;
  110174. /**
  110175. * Ratio for the scale of the gizmo (Default: 1)
  110176. */
  110177. scaleRatio: number;
  110178. /**
  110179. * Disposes of the gizmo
  110180. */
  110181. dispose(): void;
  110182. }
  110183. }
  110184. declare module BABYLON {
  110185. /**
  110186. * Single axis scale gizmo
  110187. */
  110188. export class AxisScaleGizmo extends Gizmo {
  110189. /**
  110190. * Drag behavior responsible for the gizmos dragging interactions
  110191. */
  110192. dragBehavior: PointerDragBehavior;
  110193. private _pointerObserver;
  110194. /**
  110195. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110196. */
  110197. snapDistance: number;
  110198. /**
  110199. * Event that fires each time the gizmo snaps to a new location.
  110200. * * snapDistance is the the change in distance
  110201. */
  110202. onSnapObservable: Observable<{
  110203. snapDistance: number;
  110204. }>;
  110205. /**
  110206. * If the scaling operation should be done on all axis (default: false)
  110207. */
  110208. uniformScaling: boolean;
  110209. private _isEnabled;
  110210. private _parent;
  110211. private _arrow;
  110212. private _coloredMaterial;
  110213. private _hoverMaterial;
  110214. /**
  110215. * Creates an AxisScaleGizmo
  110216. * @param gizmoLayer The utility layer the gizmo will be added to
  110217. * @param dragAxis The axis which the gizmo will be able to scale on
  110218. * @param color The color of the gizmo
  110219. */
  110220. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110221. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110222. /**
  110223. * If the gizmo is enabled
  110224. */
  110225. isEnabled: boolean;
  110226. /**
  110227. * Disposes of the gizmo
  110228. */
  110229. dispose(): void;
  110230. /**
  110231. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110232. * @param mesh The mesh to replace the default mesh of the gizmo
  110233. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110234. */
  110235. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110236. }
  110237. }
  110238. declare module BABYLON {
  110239. /**
  110240. * Bounding box gizmo
  110241. */
  110242. export class BoundingBoxGizmo extends Gizmo {
  110243. private _lineBoundingBox;
  110244. private _rotateSpheresParent;
  110245. private _scaleBoxesParent;
  110246. private _boundingDimensions;
  110247. private _renderObserver;
  110248. private _pointerObserver;
  110249. private _scaleDragSpeed;
  110250. private _tmpQuaternion;
  110251. private _tmpVector;
  110252. private _tmpRotationMatrix;
  110253. /**
  110254. * 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)
  110255. */
  110256. ignoreChildren: boolean;
  110257. /**
  110258. * 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)
  110259. */
  110260. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110261. /**
  110262. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110263. */
  110264. rotationSphereSize: number;
  110265. /**
  110266. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110267. */
  110268. scaleBoxSize: number;
  110269. /**
  110270. * 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)
  110271. */
  110272. fixedDragMeshScreenSize: boolean;
  110273. /**
  110274. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110275. */
  110276. fixedDragMeshScreenSizeDistanceFactor: number;
  110277. /**
  110278. * Fired when a rotation sphere or scale box is dragged
  110279. */
  110280. onDragStartObservable: Observable<{}>;
  110281. /**
  110282. * Fired when a scale box is dragged
  110283. */
  110284. onScaleBoxDragObservable: Observable<{}>;
  110285. /**
  110286. * Fired when a scale box drag is ended
  110287. */
  110288. onScaleBoxDragEndObservable: Observable<{}>;
  110289. /**
  110290. * Fired when a rotation sphere is dragged
  110291. */
  110292. onRotationSphereDragObservable: Observable<{}>;
  110293. /**
  110294. * Fired when a rotation sphere drag is ended
  110295. */
  110296. onRotationSphereDragEndObservable: Observable<{}>;
  110297. /**
  110298. * 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)
  110299. */
  110300. scalePivot: Nullable<Vector3>;
  110301. /**
  110302. * Mesh used as a pivot to rotate the attached mesh
  110303. */
  110304. private _anchorMesh;
  110305. private _existingMeshScale;
  110306. private _dragMesh;
  110307. private pointerDragBehavior;
  110308. private coloredMaterial;
  110309. private hoverColoredMaterial;
  110310. /**
  110311. * Sets the color of the bounding box gizmo
  110312. * @param color the color to set
  110313. */
  110314. setColor(color: Color3): void;
  110315. /**
  110316. * Creates an BoundingBoxGizmo
  110317. * @param gizmoLayer The utility layer the gizmo will be added to
  110318. * @param color The color of the gizmo
  110319. */
  110320. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110321. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110322. private _selectNode;
  110323. /**
  110324. * Updates the bounding box information for the Gizmo
  110325. */
  110326. updateBoundingBox(): void;
  110327. private _updateRotationSpheres;
  110328. private _updateScaleBoxes;
  110329. /**
  110330. * Enables rotation on the specified axis and disables rotation on the others
  110331. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110332. */
  110333. setEnabledRotationAxis(axis: string): void;
  110334. /**
  110335. * Enables/disables scaling
  110336. * @param enable if scaling should be enabled
  110337. */
  110338. setEnabledScaling(enable: boolean): void;
  110339. private _updateDummy;
  110340. /**
  110341. * Enables a pointer drag behavior on the bounding box of the gizmo
  110342. */
  110343. enableDragBehavior(): void;
  110344. /**
  110345. * Disposes of the gizmo
  110346. */
  110347. dispose(): void;
  110348. /**
  110349. * 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)
  110350. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110351. * @returns the bounding box mesh with the passed in mesh as a child
  110352. */
  110353. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110354. /**
  110355. * CustomMeshes are not supported by this gizmo
  110356. * @param mesh The mesh to replace the default mesh of the gizmo
  110357. */
  110358. setCustomMesh(mesh: Mesh): void;
  110359. }
  110360. }
  110361. declare module BABYLON {
  110362. /**
  110363. * Single plane rotation gizmo
  110364. */
  110365. export class PlaneRotationGizmo extends Gizmo {
  110366. /**
  110367. * Drag behavior responsible for the gizmos dragging interactions
  110368. */
  110369. dragBehavior: PointerDragBehavior;
  110370. private _pointerObserver;
  110371. /**
  110372. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110373. */
  110374. snapDistance: number;
  110375. /**
  110376. * Event that fires each time the gizmo snaps to a new location.
  110377. * * snapDistance is the the change in distance
  110378. */
  110379. onSnapObservable: Observable<{
  110380. snapDistance: number;
  110381. }>;
  110382. private _isEnabled;
  110383. private _parent;
  110384. /**
  110385. * Creates a PlaneRotationGizmo
  110386. * @param gizmoLayer The utility layer the gizmo will be added to
  110387. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110388. * @param color The color of the gizmo
  110389. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110390. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110391. */
  110392. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110393. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110394. /**
  110395. * If the gizmo is enabled
  110396. */
  110397. isEnabled: boolean;
  110398. /**
  110399. * Disposes of the gizmo
  110400. */
  110401. dispose(): void;
  110402. }
  110403. }
  110404. declare module BABYLON {
  110405. /**
  110406. * Gizmo that enables rotating a mesh along 3 axis
  110407. */
  110408. export class RotationGizmo extends Gizmo {
  110409. /**
  110410. * Internal gizmo used for interactions on the x axis
  110411. */
  110412. xGizmo: PlaneRotationGizmo;
  110413. /**
  110414. * Internal gizmo used for interactions on the y axis
  110415. */
  110416. yGizmo: PlaneRotationGizmo;
  110417. /**
  110418. * Internal gizmo used for interactions on the z axis
  110419. */
  110420. zGizmo: PlaneRotationGizmo;
  110421. /** Fires an event when any of it's sub gizmos are dragged */
  110422. onDragStartObservable: Observable<unknown>;
  110423. /** Fires an event when any of it's sub gizmos are released from dragging */
  110424. onDragEndObservable: Observable<unknown>;
  110425. private _meshAttached;
  110426. attachedMesh: Nullable<AbstractMesh>;
  110427. /**
  110428. * Creates a RotationGizmo
  110429. * @param gizmoLayer The utility layer the gizmo will be added to
  110430. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110431. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110432. */
  110433. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110434. updateGizmoRotationToMatchAttachedMesh: boolean;
  110435. /**
  110436. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110437. */
  110438. snapDistance: number;
  110439. /**
  110440. * Ratio for the scale of the gizmo (Default: 1)
  110441. */
  110442. scaleRatio: number;
  110443. /**
  110444. * Disposes of the gizmo
  110445. */
  110446. dispose(): void;
  110447. /**
  110448. * CustomMeshes are not supported by this gizmo
  110449. * @param mesh The mesh to replace the default mesh of the gizmo
  110450. */
  110451. setCustomMesh(mesh: Mesh): void;
  110452. }
  110453. }
  110454. declare module BABYLON {
  110455. /**
  110456. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110457. */
  110458. export class GizmoManager implements IDisposable {
  110459. private scene;
  110460. /**
  110461. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110462. */
  110463. gizmos: {
  110464. positionGizmo: Nullable<PositionGizmo>;
  110465. rotationGizmo: Nullable<RotationGizmo>;
  110466. scaleGizmo: Nullable<ScaleGizmo>;
  110467. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110468. };
  110469. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110470. clearGizmoOnEmptyPointerEvent: boolean;
  110471. /** Fires an event when the manager is attached to a mesh */
  110472. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110473. private _gizmosEnabled;
  110474. private _pointerObserver;
  110475. private _attachedMesh;
  110476. private _boundingBoxColor;
  110477. private _defaultUtilityLayer;
  110478. private _defaultKeepDepthUtilityLayer;
  110479. /**
  110480. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110481. */
  110482. boundingBoxDragBehavior: SixDofDragBehavior;
  110483. /**
  110484. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110485. */
  110486. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110487. /**
  110488. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110489. */
  110490. usePointerToAttachGizmos: boolean;
  110491. /**
  110492. * Utility layer that the bounding box gizmo belongs to
  110493. */
  110494. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110495. /**
  110496. * Utility layer that all gizmos besides bounding box belong to
  110497. */
  110498. readonly utilityLayer: UtilityLayerRenderer;
  110499. /**
  110500. * Instatiates a gizmo manager
  110501. * @param scene the scene to overlay the gizmos on top of
  110502. */
  110503. constructor(scene: Scene);
  110504. /**
  110505. * Attaches a set of gizmos to the specified mesh
  110506. * @param mesh The mesh the gizmo's should be attached to
  110507. */
  110508. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110509. /**
  110510. * If the position gizmo is enabled
  110511. */
  110512. positionGizmoEnabled: boolean;
  110513. /**
  110514. * If the rotation gizmo is enabled
  110515. */
  110516. rotationGizmoEnabled: boolean;
  110517. /**
  110518. * If the scale gizmo is enabled
  110519. */
  110520. scaleGizmoEnabled: boolean;
  110521. /**
  110522. * If the boundingBox gizmo is enabled
  110523. */
  110524. boundingBoxGizmoEnabled: boolean;
  110525. /**
  110526. * Disposes of the gizmo manager
  110527. */
  110528. dispose(): void;
  110529. }
  110530. }
  110531. declare module BABYLON {
  110532. /**
  110533. * A directional light is defined by a direction (what a surprise!).
  110534. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110535. * 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.
  110536. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110537. */
  110538. export class DirectionalLight extends ShadowLight {
  110539. private _shadowFrustumSize;
  110540. /**
  110541. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110542. */
  110543. /**
  110544. * Specifies a fix frustum size for the shadow generation.
  110545. */
  110546. shadowFrustumSize: number;
  110547. private _shadowOrthoScale;
  110548. /**
  110549. * Gets the shadow projection scale against the optimal computed one.
  110550. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110551. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110552. */
  110553. /**
  110554. * Sets the shadow projection scale against the optimal computed one.
  110555. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110556. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110557. */
  110558. shadowOrthoScale: number;
  110559. /**
  110560. * Automatically compute the projection matrix to best fit (including all the casters)
  110561. * on each frame.
  110562. */
  110563. autoUpdateExtends: boolean;
  110564. private _orthoLeft;
  110565. private _orthoRight;
  110566. private _orthoTop;
  110567. private _orthoBottom;
  110568. /**
  110569. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110570. * The directional light is emitted from everywhere in the given direction.
  110571. * It can cast shadows.
  110572. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110573. * @param name The friendly name of the light
  110574. * @param direction The direction of the light
  110575. * @param scene The scene the light belongs to
  110576. */
  110577. constructor(name: string, direction: Vector3, scene: Scene);
  110578. /**
  110579. * Returns the string "DirectionalLight".
  110580. * @return The class name
  110581. */
  110582. getClassName(): string;
  110583. /**
  110584. * Returns the integer 1.
  110585. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110586. */
  110587. getTypeID(): number;
  110588. /**
  110589. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110590. * Returns the DirectionalLight Shadow projection matrix.
  110591. */
  110592. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110593. /**
  110594. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110595. * Returns the DirectionalLight Shadow projection matrix.
  110596. */
  110597. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110598. /**
  110599. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110600. * Returns the DirectionalLight Shadow projection matrix.
  110601. */
  110602. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110603. protected _buildUniformLayout(): void;
  110604. /**
  110605. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110606. * @param effect The effect to update
  110607. * @param lightIndex The index of the light in the effect to update
  110608. * @returns The directional light
  110609. */
  110610. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110611. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110612. /**
  110613. * Gets the minZ used for shadow according to both the scene and the light.
  110614. *
  110615. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110616. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110617. * @param activeCamera The camera we are returning the min for
  110618. * @returns the depth min z
  110619. */
  110620. getDepthMinZ(activeCamera: Camera): number;
  110621. /**
  110622. * Gets the maxZ used for shadow according to both the scene and the light.
  110623. *
  110624. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110625. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110626. * @param activeCamera The camera we are returning the max for
  110627. * @returns the depth max z
  110628. */
  110629. getDepthMaxZ(activeCamera: Camera): number;
  110630. /**
  110631. * Prepares the list of defines specific to the light type.
  110632. * @param defines the list of defines
  110633. * @param lightIndex defines the index of the light for the effect
  110634. */
  110635. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110636. }
  110637. }
  110638. declare module BABYLON {
  110639. /**
  110640. * Class containing static functions to help procedurally build meshes
  110641. */
  110642. export class HemisphereBuilder {
  110643. /**
  110644. * Creates a hemisphere mesh
  110645. * @param name defines the name of the mesh
  110646. * @param options defines the options used to create the mesh
  110647. * @param scene defines the hosting scene
  110648. * @returns the hemisphere mesh
  110649. */
  110650. static CreateHemisphere(name: string, options: {
  110651. segments?: number;
  110652. diameter?: number;
  110653. sideOrientation?: number;
  110654. }, scene: any): Mesh;
  110655. }
  110656. }
  110657. declare module BABYLON {
  110658. /**
  110659. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110660. * These values define a cone of light starting from the position, emitting toward the direction.
  110661. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110662. * and the exponent defines the speed of the decay of the light with distance (reach).
  110663. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110664. */
  110665. export class SpotLight extends ShadowLight {
  110666. private _angle;
  110667. private _innerAngle;
  110668. private _cosHalfAngle;
  110669. private _lightAngleScale;
  110670. private _lightAngleOffset;
  110671. /**
  110672. * Gets the cone angle of the spot light in Radians.
  110673. */
  110674. /**
  110675. * Sets the cone angle of the spot light in Radians.
  110676. */
  110677. angle: number;
  110678. /**
  110679. * Only used in gltf falloff mode, this defines the angle where
  110680. * the directional falloff will start before cutting at angle which could be seen
  110681. * as outer angle.
  110682. */
  110683. /**
  110684. * Only used in gltf falloff mode, this defines the angle where
  110685. * the directional falloff will start before cutting at angle which could be seen
  110686. * as outer angle.
  110687. */
  110688. innerAngle: number;
  110689. private _shadowAngleScale;
  110690. /**
  110691. * Allows scaling the angle of the light for shadow generation only.
  110692. */
  110693. /**
  110694. * Allows scaling the angle of the light for shadow generation only.
  110695. */
  110696. shadowAngleScale: number;
  110697. /**
  110698. * The light decay speed with the distance from the emission spot.
  110699. */
  110700. exponent: number;
  110701. private _projectionTextureMatrix;
  110702. /**
  110703. * Allows reading the projecton texture
  110704. */
  110705. readonly projectionTextureMatrix: Matrix;
  110706. protected _projectionTextureLightNear: number;
  110707. /**
  110708. * Gets the near clip of the Spotlight for texture projection.
  110709. */
  110710. /**
  110711. * Sets the near clip of the Spotlight for texture projection.
  110712. */
  110713. projectionTextureLightNear: number;
  110714. protected _projectionTextureLightFar: number;
  110715. /**
  110716. * Gets the far clip of the Spotlight for texture projection.
  110717. */
  110718. /**
  110719. * Sets the far clip of the Spotlight for texture projection.
  110720. */
  110721. projectionTextureLightFar: number;
  110722. protected _projectionTextureUpDirection: Vector3;
  110723. /**
  110724. * Gets the Up vector of the Spotlight for texture projection.
  110725. */
  110726. /**
  110727. * Sets the Up vector of the Spotlight for texture projection.
  110728. */
  110729. projectionTextureUpDirection: Vector3;
  110730. private _projectionTexture;
  110731. /**
  110732. * Gets the projection texture of the light.
  110733. */
  110734. /**
  110735. * Sets the projection texture of the light.
  110736. */
  110737. projectionTexture: Nullable<BaseTexture>;
  110738. private _projectionTextureViewLightDirty;
  110739. private _projectionTextureProjectionLightDirty;
  110740. private _projectionTextureDirty;
  110741. private _projectionTextureViewTargetVector;
  110742. private _projectionTextureViewLightMatrix;
  110743. private _projectionTextureProjectionLightMatrix;
  110744. private _projectionTextureScalingMatrix;
  110745. /**
  110746. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110747. * It can cast shadows.
  110748. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110749. * @param name The light friendly name
  110750. * @param position The position of the spot light in the scene
  110751. * @param direction The direction of the light in the scene
  110752. * @param angle The cone angle of the light in Radians
  110753. * @param exponent The light decay speed with the distance from the emission spot
  110754. * @param scene The scene the lights belongs to
  110755. */
  110756. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110757. /**
  110758. * Returns the string "SpotLight".
  110759. * @returns the class name
  110760. */
  110761. getClassName(): string;
  110762. /**
  110763. * Returns the integer 2.
  110764. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110765. */
  110766. getTypeID(): number;
  110767. /**
  110768. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110769. */
  110770. protected _setDirection(value: Vector3): void;
  110771. /**
  110772. * Overrides the position setter to recompute the projection texture view light Matrix.
  110773. */
  110774. protected _setPosition(value: Vector3): void;
  110775. /**
  110776. * 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.
  110777. * Returns the SpotLight.
  110778. */
  110779. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110780. protected _computeProjectionTextureViewLightMatrix(): void;
  110781. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110782. /**
  110783. * Main function for light texture projection matrix computing.
  110784. */
  110785. protected _computeProjectionTextureMatrix(): void;
  110786. protected _buildUniformLayout(): void;
  110787. private _computeAngleValues;
  110788. /**
  110789. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110790. * @param effect The effect to update
  110791. * @param lightIndex The index of the light in the effect to update
  110792. * @returns The spot light
  110793. */
  110794. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110795. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110796. /**
  110797. * Disposes the light and the associated resources.
  110798. */
  110799. dispose(): void;
  110800. /**
  110801. * Prepares the list of defines specific to the light type.
  110802. * @param defines the list of defines
  110803. * @param lightIndex defines the index of the light for the effect
  110804. */
  110805. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110806. }
  110807. }
  110808. declare module BABYLON {
  110809. /**
  110810. * Gizmo that enables viewing a light
  110811. */
  110812. export class LightGizmo extends Gizmo {
  110813. private _lightMesh;
  110814. private _material;
  110815. private cachedPosition;
  110816. private cachedForward;
  110817. /**
  110818. * Creates a LightGizmo
  110819. * @param gizmoLayer The utility layer the gizmo will be added to
  110820. */
  110821. constructor(gizmoLayer?: UtilityLayerRenderer);
  110822. private _light;
  110823. /**
  110824. * The light that the gizmo is attached to
  110825. */
  110826. light: Nullable<Light>;
  110827. /**
  110828. * Gets the material used to render the light gizmo
  110829. */
  110830. readonly material: StandardMaterial;
  110831. /**
  110832. * @hidden
  110833. * Updates the gizmo to match the attached mesh's position/rotation
  110834. */
  110835. protected _update(): void;
  110836. private static _Scale;
  110837. /**
  110838. * Creates the lines for a light mesh
  110839. */
  110840. private static _createLightLines;
  110841. /**
  110842. * Disposes of the light gizmo
  110843. */
  110844. dispose(): void;
  110845. private static _CreateHemisphericLightMesh;
  110846. private static _CreatePointLightMesh;
  110847. private static _CreateSpotLightMesh;
  110848. private static _CreateDirectionalLightMesh;
  110849. }
  110850. }
  110851. declare module BABYLON {
  110852. /** @hidden */
  110853. export var backgroundFragmentDeclaration: {
  110854. name: string;
  110855. shader: string;
  110856. };
  110857. }
  110858. declare module BABYLON {
  110859. /** @hidden */
  110860. export var backgroundUboDeclaration: {
  110861. name: string;
  110862. shader: string;
  110863. };
  110864. }
  110865. declare module BABYLON {
  110866. /** @hidden */
  110867. export var backgroundPixelShader: {
  110868. name: string;
  110869. shader: string;
  110870. };
  110871. }
  110872. declare module BABYLON {
  110873. /** @hidden */
  110874. export var backgroundVertexDeclaration: {
  110875. name: string;
  110876. shader: string;
  110877. };
  110878. }
  110879. declare module BABYLON {
  110880. /** @hidden */
  110881. export var backgroundVertexShader: {
  110882. name: string;
  110883. shader: string;
  110884. };
  110885. }
  110886. declare module BABYLON {
  110887. /**
  110888. * Background material used to create an efficient environement around your scene.
  110889. */
  110890. export class BackgroundMaterial extends PushMaterial {
  110891. /**
  110892. * Standard reflectance value at parallel view angle.
  110893. */
  110894. static StandardReflectance0: number;
  110895. /**
  110896. * Standard reflectance value at grazing angle.
  110897. */
  110898. static StandardReflectance90: number;
  110899. protected _primaryColor: Color3;
  110900. /**
  110901. * Key light Color (multiply against the environement texture)
  110902. */
  110903. primaryColor: Color3;
  110904. protected __perceptualColor: Nullable<Color3>;
  110905. /**
  110906. * Experimental Internal Use Only.
  110907. *
  110908. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110909. * This acts as a helper to set the primary color to a more "human friendly" value.
  110910. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110911. * output color as close as possible from the chosen value.
  110912. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110913. * part of lighting setup.)
  110914. */
  110915. _perceptualColor: Nullable<Color3>;
  110916. protected _primaryColorShadowLevel: float;
  110917. /**
  110918. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110919. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110920. */
  110921. primaryColorShadowLevel: float;
  110922. protected _primaryColorHighlightLevel: float;
  110923. /**
  110924. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110925. * The primary color is used at the level chosen to define what the white area would look.
  110926. */
  110927. primaryColorHighlightLevel: float;
  110928. protected _reflectionTexture: Nullable<BaseTexture>;
  110929. /**
  110930. * Reflection Texture used in the material.
  110931. * Should be author in a specific way for the best result (refer to the documentation).
  110932. */
  110933. reflectionTexture: Nullable<BaseTexture>;
  110934. protected _reflectionBlur: float;
  110935. /**
  110936. * Reflection Texture level of blur.
  110937. *
  110938. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110939. * texture twice.
  110940. */
  110941. reflectionBlur: float;
  110942. protected _diffuseTexture: Nullable<BaseTexture>;
  110943. /**
  110944. * Diffuse Texture used in the material.
  110945. * Should be author in a specific way for the best result (refer to the documentation).
  110946. */
  110947. diffuseTexture: Nullable<BaseTexture>;
  110948. protected _shadowLights: Nullable<IShadowLight[]>;
  110949. /**
  110950. * Specify the list of lights casting shadow on the material.
  110951. * All scene shadow lights will be included if null.
  110952. */
  110953. shadowLights: Nullable<IShadowLight[]>;
  110954. protected _shadowLevel: float;
  110955. /**
  110956. * Helps adjusting the shadow to a softer level if required.
  110957. * 0 means black shadows and 1 means no shadows.
  110958. */
  110959. shadowLevel: float;
  110960. protected _sceneCenter: Vector3;
  110961. /**
  110962. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110963. * It is usually zero but might be interesting to modify according to your setup.
  110964. */
  110965. sceneCenter: Vector3;
  110966. protected _opacityFresnel: boolean;
  110967. /**
  110968. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110969. * This helps ensuring a nice transition when the camera goes under the ground.
  110970. */
  110971. opacityFresnel: boolean;
  110972. protected _reflectionFresnel: boolean;
  110973. /**
  110974. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110975. * This helps adding a mirror texture on the ground.
  110976. */
  110977. reflectionFresnel: boolean;
  110978. protected _reflectionFalloffDistance: number;
  110979. /**
  110980. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110981. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110982. */
  110983. reflectionFalloffDistance: number;
  110984. protected _reflectionAmount: number;
  110985. /**
  110986. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110987. */
  110988. reflectionAmount: number;
  110989. protected _reflectionReflectance0: number;
  110990. /**
  110991. * This specifies the weight of the reflection at grazing angle.
  110992. */
  110993. reflectionReflectance0: number;
  110994. protected _reflectionReflectance90: number;
  110995. /**
  110996. * This specifies the weight of the reflection at a perpendicular point of view.
  110997. */
  110998. reflectionReflectance90: number;
  110999. /**
  111000. * Sets the reflection reflectance fresnel values according to the default standard
  111001. * empirically know to work well :-)
  111002. */
  111003. reflectionStandardFresnelWeight: number;
  111004. protected _useRGBColor: boolean;
  111005. /**
  111006. * Helps to directly use the maps channels instead of their level.
  111007. */
  111008. useRGBColor: boolean;
  111009. protected _enableNoise: boolean;
  111010. /**
  111011. * This helps reducing the banding effect that could occur on the background.
  111012. */
  111013. enableNoise: boolean;
  111014. /**
  111015. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111016. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  111017. * Recommended to be keep at 1.0 except for special cases.
  111018. */
  111019. fovMultiplier: number;
  111020. private _fovMultiplier;
  111021. /**
  111022. * Enable the FOV adjustment feature controlled by fovMultiplier.
  111023. */
  111024. useEquirectangularFOV: boolean;
  111025. private _maxSimultaneousLights;
  111026. /**
  111027. * Number of Simultaneous lights allowed on the material.
  111028. */
  111029. maxSimultaneousLights: int;
  111030. /**
  111031. * Default configuration related to image processing available in the Background Material.
  111032. */
  111033. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111034. /**
  111035. * Keep track of the image processing observer to allow dispose and replace.
  111036. */
  111037. private _imageProcessingObserver;
  111038. /**
  111039. * Attaches a new image processing configuration to the PBR Material.
  111040. * @param configuration (if null the scene configuration will be use)
  111041. */
  111042. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111043. /**
  111044. * Gets the image processing configuration used either in this material.
  111045. */
  111046. /**
  111047. * Sets the Default image processing configuration used either in the this material.
  111048. *
  111049. * If sets to null, the scene one is in use.
  111050. */
  111051. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  111052. /**
  111053. * Gets wether the color curves effect is enabled.
  111054. */
  111055. /**
  111056. * Sets wether the color curves effect is enabled.
  111057. */
  111058. cameraColorCurvesEnabled: boolean;
  111059. /**
  111060. * Gets wether the color grading effect is enabled.
  111061. */
  111062. /**
  111063. * Gets wether the color grading effect is enabled.
  111064. */
  111065. cameraColorGradingEnabled: boolean;
  111066. /**
  111067. * Gets wether tonemapping is enabled or not.
  111068. */
  111069. /**
  111070. * Sets wether tonemapping is enabled or not
  111071. */
  111072. cameraToneMappingEnabled: boolean;
  111073. /**
  111074. * The camera exposure used on this material.
  111075. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111076. * This corresponds to a photographic exposure.
  111077. */
  111078. /**
  111079. * The camera exposure used on this material.
  111080. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111081. * This corresponds to a photographic exposure.
  111082. */
  111083. cameraExposure: float;
  111084. /**
  111085. * Gets The camera contrast used on this material.
  111086. */
  111087. /**
  111088. * Sets The camera contrast used on this material.
  111089. */
  111090. cameraContrast: float;
  111091. /**
  111092. * Gets the Color Grading 2D Lookup Texture.
  111093. */
  111094. /**
  111095. * Sets the Color Grading 2D Lookup Texture.
  111096. */
  111097. cameraColorGradingTexture: Nullable<BaseTexture>;
  111098. /**
  111099. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111100. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111101. * 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;
  111102. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111103. */
  111104. /**
  111105. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111106. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111107. * 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;
  111108. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111109. */
  111110. cameraColorCurves: Nullable<ColorCurves>;
  111111. /**
  111112. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  111113. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  111114. */
  111115. switchToBGR: boolean;
  111116. private _renderTargets;
  111117. private _reflectionControls;
  111118. private _white;
  111119. private _primaryShadowColor;
  111120. private _primaryHighlightColor;
  111121. /**
  111122. * Instantiates a Background Material in the given scene
  111123. * @param name The friendly name of the material
  111124. * @param scene The scene to add the material to
  111125. */
  111126. constructor(name: string, scene: Scene);
  111127. /**
  111128. * Gets a boolean indicating that current material needs to register RTT
  111129. */
  111130. readonly hasRenderTargetTextures: boolean;
  111131. /**
  111132. * The entire material has been created in order to prevent overdraw.
  111133. * @returns false
  111134. */
  111135. needAlphaTesting(): boolean;
  111136. /**
  111137. * The entire material has been created in order to prevent overdraw.
  111138. * @returns true if blending is enable
  111139. */
  111140. needAlphaBlending(): boolean;
  111141. /**
  111142. * Checks wether the material is ready to be rendered for a given mesh.
  111143. * @param mesh The mesh to render
  111144. * @param subMesh The submesh to check against
  111145. * @param useInstances Specify wether or not the material is used with instances
  111146. * @returns true if all the dependencies are ready (Textures, Effects...)
  111147. */
  111148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111149. /**
  111150. * Compute the primary color according to the chosen perceptual color.
  111151. */
  111152. private _computePrimaryColorFromPerceptualColor;
  111153. /**
  111154. * Compute the highlights and shadow colors according to their chosen levels.
  111155. */
  111156. private _computePrimaryColors;
  111157. /**
  111158. * Build the uniform buffer used in the material.
  111159. */
  111160. buildUniformLayout(): void;
  111161. /**
  111162. * Unbind the material.
  111163. */
  111164. unbind(): void;
  111165. /**
  111166. * Bind only the world matrix to the material.
  111167. * @param world The world matrix to bind.
  111168. */
  111169. bindOnlyWorldMatrix(world: Matrix): void;
  111170. /**
  111171. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111172. * @param world The world matrix to bind.
  111173. * @param subMesh The submesh to bind for.
  111174. */
  111175. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111176. /**
  111177. * Checks to see if a texture is used in the material.
  111178. * @param texture - Base texture to use.
  111179. * @returns - Boolean specifying if a texture is used in the material.
  111180. */
  111181. hasTexture(texture: BaseTexture): boolean;
  111182. /**
  111183. * Dispose the material.
  111184. * @param forceDisposeEffect Force disposal of the associated effect.
  111185. * @param forceDisposeTextures Force disposal of the associated textures.
  111186. */
  111187. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111188. /**
  111189. * Clones the material.
  111190. * @param name The cloned name.
  111191. * @returns The cloned material.
  111192. */
  111193. clone(name: string): BackgroundMaterial;
  111194. /**
  111195. * Serializes the current material to its JSON representation.
  111196. * @returns The JSON representation.
  111197. */
  111198. serialize(): any;
  111199. /**
  111200. * Gets the class name of the material
  111201. * @returns "BackgroundMaterial"
  111202. */
  111203. getClassName(): string;
  111204. /**
  111205. * Parse a JSON input to create back a background material.
  111206. * @param source The JSON data to parse
  111207. * @param scene The scene to create the parsed material in
  111208. * @param rootUrl The root url of the assets the material depends upon
  111209. * @returns the instantiated BackgroundMaterial.
  111210. */
  111211. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111212. }
  111213. }
  111214. declare module BABYLON {
  111215. /**
  111216. * Represents the different options available during the creation of
  111217. * a Environment helper.
  111218. *
  111219. * This can control the default ground, skybox and image processing setup of your scene.
  111220. */
  111221. export interface IEnvironmentHelperOptions {
  111222. /**
  111223. * Specifies wether or not to create a ground.
  111224. * True by default.
  111225. */
  111226. createGround: boolean;
  111227. /**
  111228. * Specifies the ground size.
  111229. * 15 by default.
  111230. */
  111231. groundSize: number;
  111232. /**
  111233. * The texture used on the ground for the main color.
  111234. * Comes from the BabylonJS CDN by default.
  111235. *
  111236. * Remarks: Can be either a texture or a url.
  111237. */
  111238. groundTexture: string | BaseTexture;
  111239. /**
  111240. * The color mixed in the ground texture by default.
  111241. * BabylonJS clearColor by default.
  111242. */
  111243. groundColor: Color3;
  111244. /**
  111245. * Specifies the ground opacity.
  111246. * 1 by default.
  111247. */
  111248. groundOpacity: number;
  111249. /**
  111250. * Enables the ground to receive shadows.
  111251. * True by default.
  111252. */
  111253. enableGroundShadow: boolean;
  111254. /**
  111255. * Helps preventing the shadow to be fully black on the ground.
  111256. * 0.5 by default.
  111257. */
  111258. groundShadowLevel: number;
  111259. /**
  111260. * Creates a mirror texture attach to the ground.
  111261. * false by default.
  111262. */
  111263. enableGroundMirror: boolean;
  111264. /**
  111265. * Specifies the ground mirror size ratio.
  111266. * 0.3 by default as the default kernel is 64.
  111267. */
  111268. groundMirrorSizeRatio: number;
  111269. /**
  111270. * Specifies the ground mirror blur kernel size.
  111271. * 64 by default.
  111272. */
  111273. groundMirrorBlurKernel: number;
  111274. /**
  111275. * Specifies the ground mirror visibility amount.
  111276. * 1 by default
  111277. */
  111278. groundMirrorAmount: number;
  111279. /**
  111280. * Specifies the ground mirror reflectance weight.
  111281. * This uses the standard weight of the background material to setup the fresnel effect
  111282. * of the mirror.
  111283. * 1 by default.
  111284. */
  111285. groundMirrorFresnelWeight: number;
  111286. /**
  111287. * Specifies the ground mirror Falloff distance.
  111288. * This can helps reducing the size of the reflection.
  111289. * 0 by Default.
  111290. */
  111291. groundMirrorFallOffDistance: number;
  111292. /**
  111293. * Specifies the ground mirror texture type.
  111294. * Unsigned Int by Default.
  111295. */
  111296. groundMirrorTextureType: number;
  111297. /**
  111298. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111299. * the shown objects.
  111300. */
  111301. groundYBias: number;
  111302. /**
  111303. * Specifies wether or not to create a skybox.
  111304. * True by default.
  111305. */
  111306. createSkybox: boolean;
  111307. /**
  111308. * Specifies the skybox size.
  111309. * 20 by default.
  111310. */
  111311. skyboxSize: number;
  111312. /**
  111313. * The texture used on the skybox for the main color.
  111314. * Comes from the BabylonJS CDN by default.
  111315. *
  111316. * Remarks: Can be either a texture or a url.
  111317. */
  111318. skyboxTexture: string | BaseTexture;
  111319. /**
  111320. * The color mixed in the skybox texture by default.
  111321. * BabylonJS clearColor by default.
  111322. */
  111323. skyboxColor: Color3;
  111324. /**
  111325. * The background rotation around the Y axis of the scene.
  111326. * This helps aligning the key lights of your scene with the background.
  111327. * 0 by default.
  111328. */
  111329. backgroundYRotation: number;
  111330. /**
  111331. * Compute automatically the size of the elements to best fit with the scene.
  111332. */
  111333. sizeAuto: boolean;
  111334. /**
  111335. * Default position of the rootMesh if autoSize is not true.
  111336. */
  111337. rootPosition: Vector3;
  111338. /**
  111339. * Sets up the image processing in the scene.
  111340. * true by default.
  111341. */
  111342. setupImageProcessing: boolean;
  111343. /**
  111344. * The texture used as your environment texture in the scene.
  111345. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111346. *
  111347. * Remarks: Can be either a texture or a url.
  111348. */
  111349. environmentTexture: string | BaseTexture;
  111350. /**
  111351. * The value of the exposure to apply to the scene.
  111352. * 0.6 by default if setupImageProcessing is true.
  111353. */
  111354. cameraExposure: number;
  111355. /**
  111356. * The value of the contrast to apply to the scene.
  111357. * 1.6 by default if setupImageProcessing is true.
  111358. */
  111359. cameraContrast: number;
  111360. /**
  111361. * Specifies wether or not tonemapping should be enabled in the scene.
  111362. * true by default if setupImageProcessing is true.
  111363. */
  111364. toneMappingEnabled: boolean;
  111365. }
  111366. /**
  111367. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111368. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111369. * It also helps with the default setup of your imageProcessing configuration.
  111370. */
  111371. export class EnvironmentHelper {
  111372. /**
  111373. * Default ground texture URL.
  111374. */
  111375. private static _groundTextureCDNUrl;
  111376. /**
  111377. * Default skybox texture URL.
  111378. */
  111379. private static _skyboxTextureCDNUrl;
  111380. /**
  111381. * Default environment texture URL.
  111382. */
  111383. private static _environmentTextureCDNUrl;
  111384. /**
  111385. * Creates the default options for the helper.
  111386. */
  111387. private static _getDefaultOptions;
  111388. private _rootMesh;
  111389. /**
  111390. * Gets the root mesh created by the helper.
  111391. */
  111392. readonly rootMesh: Mesh;
  111393. private _skybox;
  111394. /**
  111395. * Gets the skybox created by the helper.
  111396. */
  111397. readonly skybox: Nullable<Mesh>;
  111398. private _skyboxTexture;
  111399. /**
  111400. * Gets the skybox texture created by the helper.
  111401. */
  111402. readonly skyboxTexture: Nullable<BaseTexture>;
  111403. private _skyboxMaterial;
  111404. /**
  111405. * Gets the skybox material created by the helper.
  111406. */
  111407. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111408. private _ground;
  111409. /**
  111410. * Gets the ground mesh created by the helper.
  111411. */
  111412. readonly ground: Nullable<Mesh>;
  111413. private _groundTexture;
  111414. /**
  111415. * Gets the ground texture created by the helper.
  111416. */
  111417. readonly groundTexture: Nullable<BaseTexture>;
  111418. private _groundMirror;
  111419. /**
  111420. * Gets the ground mirror created by the helper.
  111421. */
  111422. readonly groundMirror: Nullable<MirrorTexture>;
  111423. /**
  111424. * Gets the ground mirror render list to helps pushing the meshes
  111425. * you wish in the ground reflection.
  111426. */
  111427. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111428. private _groundMaterial;
  111429. /**
  111430. * Gets the ground material created by the helper.
  111431. */
  111432. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111433. /**
  111434. * Stores the creation options.
  111435. */
  111436. private readonly _scene;
  111437. private _options;
  111438. /**
  111439. * This observable will be notified with any error during the creation of the environment,
  111440. * mainly texture creation errors.
  111441. */
  111442. onErrorObservable: Observable<{
  111443. message?: string;
  111444. exception?: any;
  111445. }>;
  111446. /**
  111447. * constructor
  111448. * @param options Defines the options we want to customize the helper
  111449. * @param scene The scene to add the material to
  111450. */
  111451. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111452. /**
  111453. * Updates the background according to the new options
  111454. * @param options
  111455. */
  111456. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111457. /**
  111458. * Sets the primary color of all the available elements.
  111459. * @param color the main color to affect to the ground and the background
  111460. */
  111461. setMainColor(color: Color3): void;
  111462. /**
  111463. * Setup the image processing according to the specified options.
  111464. */
  111465. private _setupImageProcessing;
  111466. /**
  111467. * Setup the environment texture according to the specified options.
  111468. */
  111469. private _setupEnvironmentTexture;
  111470. /**
  111471. * Setup the background according to the specified options.
  111472. */
  111473. private _setupBackground;
  111474. /**
  111475. * Get the scene sizes according to the setup.
  111476. */
  111477. private _getSceneSize;
  111478. /**
  111479. * Setup the ground according to the specified options.
  111480. */
  111481. private _setupGround;
  111482. /**
  111483. * Setup the ground material according to the specified options.
  111484. */
  111485. private _setupGroundMaterial;
  111486. /**
  111487. * Setup the ground diffuse texture according to the specified options.
  111488. */
  111489. private _setupGroundDiffuseTexture;
  111490. /**
  111491. * Setup the ground mirror texture according to the specified options.
  111492. */
  111493. private _setupGroundMirrorTexture;
  111494. /**
  111495. * Setup the ground to receive the mirror texture.
  111496. */
  111497. private _setupMirrorInGroundMaterial;
  111498. /**
  111499. * Setup the skybox according to the specified options.
  111500. */
  111501. private _setupSkybox;
  111502. /**
  111503. * Setup the skybox material according to the specified options.
  111504. */
  111505. private _setupSkyboxMaterial;
  111506. /**
  111507. * Setup the skybox reflection texture according to the specified options.
  111508. */
  111509. private _setupSkyboxReflectionTexture;
  111510. private _errorHandler;
  111511. /**
  111512. * Dispose all the elements created by the Helper.
  111513. */
  111514. dispose(): void;
  111515. }
  111516. }
  111517. declare module BABYLON {
  111518. /**
  111519. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111520. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111521. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111522. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111523. */
  111524. export class PhotoDome extends TransformNode {
  111525. /**
  111526. * Define the image as a Monoscopic panoramic 360 image.
  111527. */
  111528. static readonly MODE_MONOSCOPIC: number;
  111529. /**
  111530. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111531. */
  111532. static readonly MODE_TOPBOTTOM: number;
  111533. /**
  111534. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111535. */
  111536. static readonly MODE_SIDEBYSIDE: number;
  111537. private _useDirectMapping;
  111538. /**
  111539. * The texture being displayed on the sphere
  111540. */
  111541. protected _photoTexture: Texture;
  111542. /**
  111543. * Gets or sets the texture being displayed on the sphere
  111544. */
  111545. photoTexture: Texture;
  111546. /**
  111547. * Observable raised when an error occured while loading the 360 image
  111548. */
  111549. onLoadErrorObservable: Observable<string>;
  111550. /**
  111551. * The skybox material
  111552. */
  111553. protected _material: BackgroundMaterial;
  111554. /**
  111555. * The surface used for the skybox
  111556. */
  111557. protected _mesh: Mesh;
  111558. /**
  111559. * Gets the mesh used for the skybox.
  111560. */
  111561. readonly mesh: Mesh;
  111562. /**
  111563. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111564. * Also see the options.resolution property.
  111565. */
  111566. fovMultiplier: number;
  111567. private _imageMode;
  111568. /**
  111569. * Gets or set the current video mode for the video. It can be:
  111570. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111571. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111572. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111573. */
  111574. imageMode: number;
  111575. /**
  111576. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111577. * @param name Element's name, child elements will append suffixes for their own names.
  111578. * @param urlsOfPhoto defines the url of the photo to display
  111579. * @param options defines an object containing optional or exposed sub element properties
  111580. * @param onError defines a callback called when an error occured while loading the texture
  111581. */
  111582. constructor(name: string, urlOfPhoto: string, options: {
  111583. resolution?: number;
  111584. size?: number;
  111585. useDirectMapping?: boolean;
  111586. faceForward?: boolean;
  111587. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111588. private _onBeforeCameraRenderObserver;
  111589. private _changeImageMode;
  111590. /**
  111591. * Releases resources associated with this node.
  111592. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111593. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111594. */
  111595. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111596. }
  111597. }
  111598. declare module BABYLON {
  111599. /**
  111600. * Class used to host RGBD texture specific utilities
  111601. */
  111602. export class RGBDTextureTools {
  111603. /**
  111604. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111605. * @param texture the texture to expand.
  111606. */
  111607. static ExpandRGBDTexture(texture: Texture): void;
  111608. }
  111609. }
  111610. declare module BABYLON {
  111611. /**
  111612. * Class used to host texture specific utilities
  111613. */
  111614. export class BRDFTextureTools {
  111615. /**
  111616. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111617. * @param scene defines the hosting scene
  111618. * @returns the environment BRDF texture
  111619. */
  111620. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111621. private static _environmentBRDFBase64Texture;
  111622. }
  111623. }
  111624. declare module BABYLON {
  111625. /**
  111626. * @hidden
  111627. */
  111628. export interface IMaterialClearCoatDefines {
  111629. CLEARCOAT: boolean;
  111630. CLEARCOAT_DEFAULTIOR: boolean;
  111631. CLEARCOAT_TEXTURE: boolean;
  111632. CLEARCOAT_TEXTUREDIRECTUV: number;
  111633. CLEARCOAT_BUMP: boolean;
  111634. CLEARCOAT_BUMPDIRECTUV: number;
  111635. CLEARCOAT_TINT: boolean;
  111636. CLEARCOAT_TINT_TEXTURE: boolean;
  111637. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111638. /** @hidden */
  111639. _areTexturesDirty: boolean;
  111640. }
  111641. /**
  111642. * Define the code related to the clear coat parameters of the pbr material.
  111643. */
  111644. export class PBRClearCoatConfiguration {
  111645. /**
  111646. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111647. * The default fits with a polyurethane material.
  111648. */
  111649. private static readonly _DefaultIndexOfRefraction;
  111650. private _isEnabled;
  111651. /**
  111652. * Defines if the clear coat is enabled in the material.
  111653. */
  111654. isEnabled: boolean;
  111655. /**
  111656. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111657. */
  111658. intensity: number;
  111659. /**
  111660. * Defines the clear coat layer roughness.
  111661. */
  111662. roughness: number;
  111663. private _indexOfRefraction;
  111664. /**
  111665. * Defines the index of refraction of the clear coat.
  111666. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111667. * The default fits with a polyurethane material.
  111668. * Changing the default value is more performance intensive.
  111669. */
  111670. indexOfRefraction: number;
  111671. private _texture;
  111672. /**
  111673. * Stores the clear coat values in a texture.
  111674. */
  111675. texture: Nullable<BaseTexture>;
  111676. private _bumpTexture;
  111677. /**
  111678. * Define the clear coat specific bump texture.
  111679. */
  111680. bumpTexture: Nullable<BaseTexture>;
  111681. private _isTintEnabled;
  111682. /**
  111683. * Defines if the clear coat tint is enabled in the material.
  111684. */
  111685. isTintEnabled: boolean;
  111686. /**
  111687. * Defines the clear coat tint of the material.
  111688. * This is only use if tint is enabled
  111689. */
  111690. tintColor: Color3;
  111691. /**
  111692. * Defines the distance at which the tint color should be found in the
  111693. * clear coat media.
  111694. * This is only use if tint is enabled
  111695. */
  111696. tintColorAtDistance: number;
  111697. /**
  111698. * Defines the clear coat layer thickness.
  111699. * This is only use if tint is enabled
  111700. */
  111701. tintThickness: number;
  111702. private _tintTexture;
  111703. /**
  111704. * Stores the clear tint values in a texture.
  111705. * rgb is tint
  111706. * a is a thickness factor
  111707. */
  111708. tintTexture: Nullable<BaseTexture>;
  111709. /** @hidden */
  111710. private _internalMarkAllSubMeshesAsTexturesDirty;
  111711. /** @hidden */
  111712. _markAllSubMeshesAsTexturesDirty(): void;
  111713. /**
  111714. * Instantiate a new istance of clear coat configuration.
  111715. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111716. */
  111717. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111718. /**
  111719. * Gets wehter the submesh is ready to be used or not.
  111720. * @param defines the list of "defines" to update.
  111721. * @param scene defines the scene the material belongs to.
  111722. * @param engine defines the engine the material belongs to.
  111723. * @param disableBumpMap defines wether the material disables bump or not.
  111724. * @returns - boolean indicating that the submesh is ready or not.
  111725. */
  111726. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111727. /**
  111728. * Checks to see if a texture is used in the material.
  111729. * @param defines the list of "defines" to update.
  111730. * @param scene defines the scene to the material belongs to.
  111731. */
  111732. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111733. /**
  111734. * Binds the material data.
  111735. * @param uniformBuffer defines the Uniform buffer to fill in.
  111736. * @param scene defines the scene the material belongs to.
  111737. * @param engine defines the engine the material belongs to.
  111738. * @param disableBumpMap defines wether the material disables bump or not.
  111739. * @param isFrozen defines wether the material is frozen or not.
  111740. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111741. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111742. */
  111743. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111744. /**
  111745. * Checks to see if a texture is used in the material.
  111746. * @param texture - Base texture to use.
  111747. * @returns - Boolean specifying if a texture is used in the material.
  111748. */
  111749. hasTexture(texture: BaseTexture): boolean;
  111750. /**
  111751. * Returns an array of the actively used textures.
  111752. * @param activeTextures Array of BaseTextures
  111753. */
  111754. getActiveTextures(activeTextures: BaseTexture[]): void;
  111755. /**
  111756. * Returns the animatable textures.
  111757. * @param animatables Array of animatable textures.
  111758. */
  111759. getAnimatables(animatables: IAnimatable[]): void;
  111760. /**
  111761. * Disposes the resources of the material.
  111762. * @param forceDisposeTextures - Forces the disposal of all textures.
  111763. */
  111764. dispose(forceDisposeTextures?: boolean): void;
  111765. /**
  111766. * Get the current class name of the texture useful for serialization or dynamic coding.
  111767. * @returns "PBRClearCoatConfiguration"
  111768. */
  111769. getClassName(): string;
  111770. /**
  111771. * Add fallbacks to the effect fallbacks list.
  111772. * @param defines defines the Base texture to use.
  111773. * @param fallbacks defines the current fallback list.
  111774. * @param currentRank defines the current fallback rank.
  111775. * @returns the new fallback rank.
  111776. */
  111777. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111778. /**
  111779. * Add the required uniforms to the current list.
  111780. * @param uniforms defines the current uniform list.
  111781. */
  111782. static AddUniforms(uniforms: string[]): void;
  111783. /**
  111784. * Add the required samplers to the current list.
  111785. * @param samplers defines the current sampler list.
  111786. */
  111787. static AddSamplers(samplers: string[]): void;
  111788. /**
  111789. * Add the required uniforms to the current buffer.
  111790. * @param uniformBuffer defines the current uniform buffer.
  111791. */
  111792. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111793. /**
  111794. * Makes a duplicate of the current configuration into another one.
  111795. * @param clearCoatConfiguration define the config where to copy the info
  111796. */
  111797. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111798. /**
  111799. * Serializes this clear coat configuration.
  111800. * @returns - An object with the serialized config.
  111801. */
  111802. serialize(): any;
  111803. /**
  111804. * Parses a anisotropy Configuration from a serialized object.
  111805. * @param source - Serialized object.
  111806. * @param scene Defines the scene we are parsing for
  111807. * @param rootUrl Defines the rootUrl to load from
  111808. */
  111809. parse(source: any, scene: Scene, rootUrl: string): void;
  111810. }
  111811. }
  111812. declare module BABYLON {
  111813. /**
  111814. * @hidden
  111815. */
  111816. export interface IMaterialAnisotropicDefines {
  111817. ANISOTROPIC: boolean;
  111818. ANISOTROPIC_TEXTURE: boolean;
  111819. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111820. MAINUV1: boolean;
  111821. _areTexturesDirty: boolean;
  111822. _needUVs: boolean;
  111823. }
  111824. /**
  111825. * Define the code related to the anisotropic parameters of the pbr material.
  111826. */
  111827. export class PBRAnisotropicConfiguration {
  111828. private _isEnabled;
  111829. /**
  111830. * Defines if the anisotropy is enabled in the material.
  111831. */
  111832. isEnabled: boolean;
  111833. /**
  111834. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111835. */
  111836. intensity: number;
  111837. /**
  111838. * Defines if the effect is along the tangents, bitangents or in between.
  111839. * By default, the effect is "strectching" the highlights along the tangents.
  111840. */
  111841. direction: Vector2;
  111842. private _texture;
  111843. /**
  111844. * Stores the anisotropy values in a texture.
  111845. * rg is direction (like normal from -1 to 1)
  111846. * b is a intensity
  111847. */
  111848. texture: Nullable<BaseTexture>;
  111849. /** @hidden */
  111850. private _internalMarkAllSubMeshesAsTexturesDirty;
  111851. /** @hidden */
  111852. _markAllSubMeshesAsTexturesDirty(): void;
  111853. /**
  111854. * Instantiate a new istance of anisotropy configuration.
  111855. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111856. */
  111857. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111858. /**
  111859. * Specifies that the submesh is ready to be used.
  111860. * @param defines the list of "defines" to update.
  111861. * @param scene defines the scene the material belongs to.
  111862. * @returns - boolean indicating that the submesh is ready or not.
  111863. */
  111864. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111865. /**
  111866. * Checks to see if a texture is used in the material.
  111867. * @param defines the list of "defines" to update.
  111868. * @param mesh the mesh we are preparing the defines for.
  111869. * @param scene defines the scene the material belongs to.
  111870. */
  111871. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111872. /**
  111873. * Binds the material data.
  111874. * @param uniformBuffer defines the Uniform buffer to fill in.
  111875. * @param scene defines the scene the material belongs to.
  111876. * @param isFrozen defines wether the material is frozen or not.
  111877. */
  111878. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111879. /**
  111880. * Checks to see if a texture is used in the material.
  111881. * @param texture - Base texture to use.
  111882. * @returns - Boolean specifying if a texture is used in the material.
  111883. */
  111884. hasTexture(texture: BaseTexture): boolean;
  111885. /**
  111886. * Returns an array of the actively used textures.
  111887. * @param activeTextures Array of BaseTextures
  111888. */
  111889. getActiveTextures(activeTextures: BaseTexture[]): void;
  111890. /**
  111891. * Returns the animatable textures.
  111892. * @param animatables Array of animatable textures.
  111893. */
  111894. getAnimatables(animatables: IAnimatable[]): void;
  111895. /**
  111896. * Disposes the resources of the material.
  111897. * @param forceDisposeTextures - Forces the disposal of all textures.
  111898. */
  111899. dispose(forceDisposeTextures?: boolean): void;
  111900. /**
  111901. * Get the current class name of the texture useful for serialization or dynamic coding.
  111902. * @returns "PBRAnisotropicConfiguration"
  111903. */
  111904. getClassName(): string;
  111905. /**
  111906. * Add fallbacks to the effect fallbacks list.
  111907. * @param defines defines the Base texture to use.
  111908. * @param fallbacks defines the current fallback list.
  111909. * @param currentRank defines the current fallback rank.
  111910. * @returns the new fallback rank.
  111911. */
  111912. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111913. /**
  111914. * Add the required uniforms to the current list.
  111915. * @param uniforms defines the current uniform list.
  111916. */
  111917. static AddUniforms(uniforms: string[]): void;
  111918. /**
  111919. * Add the required uniforms to the current buffer.
  111920. * @param uniformBuffer defines the current uniform buffer.
  111921. */
  111922. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111923. /**
  111924. * Add the required samplers to the current list.
  111925. * @param samplers defines the current sampler list.
  111926. */
  111927. static AddSamplers(samplers: string[]): void;
  111928. /**
  111929. * Makes a duplicate of the current configuration into another one.
  111930. * @param anisotropicConfiguration define the config where to copy the info
  111931. */
  111932. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111933. /**
  111934. * Serializes this anisotropy configuration.
  111935. * @returns - An object with the serialized config.
  111936. */
  111937. serialize(): any;
  111938. /**
  111939. * Parses a anisotropy Configuration from a serialized object.
  111940. * @param source - Serialized object.
  111941. * @param scene Defines the scene we are parsing for
  111942. * @param rootUrl Defines the rootUrl to load from
  111943. */
  111944. parse(source: any, scene: Scene, rootUrl: string): void;
  111945. }
  111946. }
  111947. declare module BABYLON {
  111948. /**
  111949. * @hidden
  111950. */
  111951. export interface IMaterialBRDFDefines {
  111952. BRDF_V_HEIGHT_CORRELATED: boolean;
  111953. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111954. SPHERICAL_HARMONICS: boolean;
  111955. /** @hidden */
  111956. _areMiscDirty: boolean;
  111957. }
  111958. /**
  111959. * Define the code related to the BRDF parameters of the pbr material.
  111960. */
  111961. export class PBRBRDFConfiguration {
  111962. /**
  111963. * Default value used for the energy conservation.
  111964. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111965. */
  111966. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111967. /**
  111968. * Default value used for the Smith Visibility Height Correlated mode.
  111969. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111970. */
  111971. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111972. /**
  111973. * Default value used for the IBL diffuse part.
  111974. * This can help switching back to the polynomials mode globally which is a tiny bit
  111975. * less GPU intensive at the drawback of a lower quality.
  111976. */
  111977. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111978. private _useEnergyConservation;
  111979. /**
  111980. * Defines if the material uses energy conservation.
  111981. */
  111982. useEnergyConservation: boolean;
  111983. private _useSmithVisibilityHeightCorrelated;
  111984. /**
  111985. * LEGACY Mode set to false
  111986. * Defines if the material uses height smith correlated visibility term.
  111987. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111988. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111989. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111990. * Not relying on height correlated will also disable energy conservation.
  111991. */
  111992. useSmithVisibilityHeightCorrelated: boolean;
  111993. private _useSphericalHarmonics;
  111994. /**
  111995. * LEGACY Mode set to false
  111996. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111997. * diffuse part of the IBL.
  111998. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111999. * to the ground truth.
  112000. */
  112001. useSphericalHarmonics: boolean;
  112002. /** @hidden */
  112003. private _internalMarkAllSubMeshesAsMiscDirty;
  112004. /** @hidden */
  112005. _markAllSubMeshesAsMiscDirty(): void;
  112006. /**
  112007. * Instantiate a new istance of clear coat configuration.
  112008. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  112009. */
  112010. constructor(markAllSubMeshesAsMiscDirty: () => void);
  112011. /**
  112012. * Checks to see if a texture is used in the material.
  112013. * @param defines the list of "defines" to update.
  112014. */
  112015. prepareDefines(defines: IMaterialBRDFDefines): void;
  112016. /**
  112017. * Get the current class name of the texture useful for serialization or dynamic coding.
  112018. * @returns "PBRClearCoatConfiguration"
  112019. */
  112020. getClassName(): string;
  112021. /**
  112022. * Makes a duplicate of the current configuration into another one.
  112023. * @param brdfConfiguration define the config where to copy the info
  112024. */
  112025. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  112026. /**
  112027. * Serializes this BRDF configuration.
  112028. * @returns - An object with the serialized config.
  112029. */
  112030. serialize(): any;
  112031. /**
  112032. * Parses a anisotropy Configuration from a serialized object.
  112033. * @param source - Serialized object.
  112034. * @param scene Defines the scene we are parsing for
  112035. * @param rootUrl Defines the rootUrl to load from
  112036. */
  112037. parse(source: any, scene: Scene, rootUrl: string): void;
  112038. }
  112039. }
  112040. declare module BABYLON {
  112041. /**
  112042. * @hidden
  112043. */
  112044. export interface IMaterialSheenDefines {
  112045. SHEEN: boolean;
  112046. SHEEN_TEXTURE: boolean;
  112047. SHEEN_TEXTUREDIRECTUV: number;
  112048. SHEEN_LINKWITHALBEDO: boolean;
  112049. /** @hidden */
  112050. _areTexturesDirty: boolean;
  112051. }
  112052. /**
  112053. * Define the code related to the Sheen parameters of the pbr material.
  112054. */
  112055. export class PBRSheenConfiguration {
  112056. private _isEnabled;
  112057. /**
  112058. * Defines if the material uses sheen.
  112059. */
  112060. isEnabled: boolean;
  112061. private _linkSheenWithAlbedo;
  112062. /**
  112063. * Defines if the sheen is linked to the sheen color.
  112064. */
  112065. linkSheenWithAlbedo: boolean;
  112066. /**
  112067. * Defines the sheen intensity.
  112068. */
  112069. intensity: number;
  112070. /**
  112071. * Defines the sheen color.
  112072. */
  112073. color: Color3;
  112074. private _texture;
  112075. /**
  112076. * Stores the sheen tint values in a texture.
  112077. * rgb is tint
  112078. * a is a intensity
  112079. */
  112080. texture: Nullable<BaseTexture>;
  112081. /** @hidden */
  112082. private _internalMarkAllSubMeshesAsTexturesDirty;
  112083. /** @hidden */
  112084. _markAllSubMeshesAsTexturesDirty(): void;
  112085. /**
  112086. * Instantiate a new istance of clear coat configuration.
  112087. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112088. */
  112089. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112090. /**
  112091. * Specifies that the submesh is ready to be used.
  112092. * @param defines the list of "defines" to update.
  112093. * @param scene defines the scene the material belongs to.
  112094. * @returns - boolean indicating that the submesh is ready or not.
  112095. */
  112096. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  112097. /**
  112098. * Checks to see if a texture is used in the material.
  112099. * @param defines the list of "defines" to update.
  112100. * @param scene defines the scene the material belongs to.
  112101. */
  112102. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  112103. /**
  112104. * Binds the material data.
  112105. * @param uniformBuffer defines the Uniform buffer to fill in.
  112106. * @param scene defines the scene the material belongs to.
  112107. * @param isFrozen defines wether the material is frozen or not.
  112108. */
  112109. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  112110. /**
  112111. * Checks to see if a texture is used in the material.
  112112. * @param texture - Base texture to use.
  112113. * @returns - Boolean specifying if a texture is used in the material.
  112114. */
  112115. hasTexture(texture: BaseTexture): boolean;
  112116. /**
  112117. * Returns an array of the actively used textures.
  112118. * @param activeTextures Array of BaseTextures
  112119. */
  112120. getActiveTextures(activeTextures: BaseTexture[]): void;
  112121. /**
  112122. * Returns the animatable textures.
  112123. * @param animatables Array of animatable textures.
  112124. */
  112125. getAnimatables(animatables: IAnimatable[]): void;
  112126. /**
  112127. * Disposes the resources of the material.
  112128. * @param forceDisposeTextures - Forces the disposal of all textures.
  112129. */
  112130. dispose(forceDisposeTextures?: boolean): void;
  112131. /**
  112132. * Get the current class name of the texture useful for serialization or dynamic coding.
  112133. * @returns "PBRSheenConfiguration"
  112134. */
  112135. getClassName(): string;
  112136. /**
  112137. * Add fallbacks to the effect fallbacks list.
  112138. * @param defines defines the Base texture to use.
  112139. * @param fallbacks defines the current fallback list.
  112140. * @param currentRank defines the current fallback rank.
  112141. * @returns the new fallback rank.
  112142. */
  112143. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112144. /**
  112145. * Add the required uniforms to the current list.
  112146. * @param uniforms defines the current uniform list.
  112147. */
  112148. static AddUniforms(uniforms: string[]): void;
  112149. /**
  112150. * Add the required uniforms to the current buffer.
  112151. * @param uniformBuffer defines the current uniform buffer.
  112152. */
  112153. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112154. /**
  112155. * Add the required samplers to the current list.
  112156. * @param samplers defines the current sampler list.
  112157. */
  112158. static AddSamplers(samplers: string[]): void;
  112159. /**
  112160. * Makes a duplicate of the current configuration into another one.
  112161. * @param sheenConfiguration define the config where to copy the info
  112162. */
  112163. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  112164. /**
  112165. * Serializes this BRDF configuration.
  112166. * @returns - An object with the serialized config.
  112167. */
  112168. serialize(): any;
  112169. /**
  112170. * Parses a anisotropy Configuration from a serialized object.
  112171. * @param source - Serialized object.
  112172. * @param scene Defines the scene we are parsing for
  112173. * @param rootUrl Defines the rootUrl to load from
  112174. */
  112175. parse(source: any, scene: Scene, rootUrl: string): void;
  112176. }
  112177. }
  112178. declare module BABYLON {
  112179. /**
  112180. * @hidden
  112181. */
  112182. export interface IMaterialSubSurfaceDefines {
  112183. SUBSURFACE: boolean;
  112184. SS_REFRACTION: boolean;
  112185. SS_TRANSLUCENCY: boolean;
  112186. SS_SCATERRING: boolean;
  112187. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112188. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112189. SS_REFRACTIONMAP_3D: boolean;
  112190. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112191. SS_LODINREFRACTIONALPHA: boolean;
  112192. SS_GAMMAREFRACTION: boolean;
  112193. SS_RGBDREFRACTION: boolean;
  112194. SS_LINEARSPECULARREFRACTION: boolean;
  112195. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112196. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112197. /** @hidden */
  112198. _areTexturesDirty: boolean;
  112199. }
  112200. /**
  112201. * Define the code related to the sub surface parameters of the pbr material.
  112202. */
  112203. export class PBRSubSurfaceConfiguration {
  112204. private _isRefractionEnabled;
  112205. /**
  112206. * Defines if the refraction is enabled in the material.
  112207. */
  112208. isRefractionEnabled: boolean;
  112209. private _isTranslucencyEnabled;
  112210. /**
  112211. * Defines if the translucency is enabled in the material.
  112212. */
  112213. isTranslucencyEnabled: boolean;
  112214. private _isScatteringEnabled;
  112215. /**
  112216. * Defines the refraction intensity of the material.
  112217. * The refraction when enabled replaces the Diffuse part of the material.
  112218. * The intensity helps transitionning between diffuse and refraction.
  112219. */
  112220. refractionIntensity: number;
  112221. /**
  112222. * Defines the translucency intensity of the material.
  112223. * When translucency has been enabled, this defines how much of the "translucency"
  112224. * is addded to the diffuse part of the material.
  112225. */
  112226. translucencyIntensity: number;
  112227. /**
  112228. * Defines the scattering intensity of the material.
  112229. * When scattering has been enabled, this defines how much of the "scattered light"
  112230. * is addded to the diffuse part of the material.
  112231. */
  112232. scatteringIntensity: number;
  112233. private _thicknessTexture;
  112234. /**
  112235. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112236. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112237. * 0 would mean minimumThickness
  112238. * 1 would mean maximumThickness
  112239. * The other channels might be use as a mask to vary the different effects intensity.
  112240. */
  112241. thicknessTexture: Nullable<BaseTexture>;
  112242. private _refractionTexture;
  112243. /**
  112244. * Defines the texture to use for refraction.
  112245. */
  112246. refractionTexture: Nullable<BaseTexture>;
  112247. private _indexOfRefraction;
  112248. /**
  112249. * Defines the index of refraction used in the material.
  112250. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112251. */
  112252. indexOfRefraction: number;
  112253. private _invertRefractionY;
  112254. /**
  112255. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112256. */
  112257. invertRefractionY: boolean;
  112258. private _linkRefractionWithTransparency;
  112259. /**
  112260. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112261. * Materials half opaque for instance using refraction could benefit from this control.
  112262. */
  112263. linkRefractionWithTransparency: boolean;
  112264. /**
  112265. * Defines the minimum thickness stored in the thickness map.
  112266. * If no thickness map is defined, this value will be used to simulate thickness.
  112267. */
  112268. minimumThickness: number;
  112269. /**
  112270. * Defines the maximum thickness stored in the thickness map.
  112271. */
  112272. maximumThickness: number;
  112273. /**
  112274. * Defines the volume tint of the material.
  112275. * This is used for both translucency and scattering.
  112276. */
  112277. tintColor: Color3;
  112278. /**
  112279. * Defines the distance at which the tint color should be found in the media.
  112280. * This is used for refraction only.
  112281. */
  112282. tintColorAtDistance: number;
  112283. /**
  112284. * Defines how far each channel transmit through the media.
  112285. * It is defined as a color to simplify it selection.
  112286. */
  112287. diffusionDistance: Color3;
  112288. private _useMaskFromThicknessTexture;
  112289. /**
  112290. * Stores the intensity of the different subsurface effects in the thickness texture.
  112291. * * the green channel is the translucency intensity.
  112292. * * the blue channel is the scattering intensity.
  112293. * * the alpha channel is the refraction intensity.
  112294. */
  112295. useMaskFromThicknessTexture: boolean;
  112296. /** @hidden */
  112297. private _internalMarkAllSubMeshesAsTexturesDirty;
  112298. /** @hidden */
  112299. _markAllSubMeshesAsTexturesDirty(): void;
  112300. /**
  112301. * Instantiate a new istance of sub surface configuration.
  112302. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112303. */
  112304. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112305. /**
  112306. * Gets wehter the submesh is ready to be used or not.
  112307. * @param defines the list of "defines" to update.
  112308. * @param scene defines the scene the material belongs to.
  112309. * @returns - boolean indicating that the submesh is ready or not.
  112310. */
  112311. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112312. /**
  112313. * Checks to see if a texture is used in the material.
  112314. * @param defines the list of "defines" to update.
  112315. * @param scene defines the scene to the material belongs to.
  112316. */
  112317. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112318. /**
  112319. * Binds the material data.
  112320. * @param uniformBuffer defines the Uniform buffer to fill in.
  112321. * @param scene defines the scene the material belongs to.
  112322. * @param engine defines the engine the material belongs to.
  112323. * @param isFrozen defines wether the material is frozen or not.
  112324. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112325. */
  112326. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112327. /**
  112328. * Unbinds the material from the mesh.
  112329. * @param activeEffect defines the effect that should be unbound from.
  112330. * @returns true if unbound, otherwise false
  112331. */
  112332. unbind(activeEffect: Effect): boolean;
  112333. /**
  112334. * Returns the texture used for refraction or null if none is used.
  112335. * @param scene defines the scene the material belongs to.
  112336. * @returns - Refraction texture if present. If no refraction texture and refraction
  112337. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112338. */
  112339. private _getRefractionTexture;
  112340. /**
  112341. * Returns true if alpha blending should be disabled.
  112342. */
  112343. readonly disableAlphaBlending: boolean;
  112344. /**
  112345. * Fills the list of render target textures.
  112346. * @param renderTargets the list of render targets to update
  112347. */
  112348. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112349. /**
  112350. * Checks to see if a texture is used in the material.
  112351. * @param texture - Base texture to use.
  112352. * @returns - Boolean specifying if a texture is used in the material.
  112353. */
  112354. hasTexture(texture: BaseTexture): boolean;
  112355. /**
  112356. * Gets a boolean indicating that current material needs to register RTT
  112357. * @returns true if this uses a render target otherwise false.
  112358. */
  112359. hasRenderTargetTextures(): boolean;
  112360. /**
  112361. * Returns an array of the actively used textures.
  112362. * @param activeTextures Array of BaseTextures
  112363. */
  112364. getActiveTextures(activeTextures: BaseTexture[]): void;
  112365. /**
  112366. * Returns the animatable textures.
  112367. * @param animatables Array of animatable textures.
  112368. */
  112369. getAnimatables(animatables: IAnimatable[]): void;
  112370. /**
  112371. * Disposes the resources of the material.
  112372. * @param forceDisposeTextures - Forces the disposal of all textures.
  112373. */
  112374. dispose(forceDisposeTextures?: boolean): void;
  112375. /**
  112376. * Get the current class name of the texture useful for serialization or dynamic coding.
  112377. * @returns "PBRSubSurfaceConfiguration"
  112378. */
  112379. getClassName(): string;
  112380. /**
  112381. * Add fallbacks to the effect fallbacks list.
  112382. * @param defines defines the Base texture to use.
  112383. * @param fallbacks defines the current fallback list.
  112384. * @param currentRank defines the current fallback rank.
  112385. * @returns the new fallback rank.
  112386. */
  112387. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112388. /**
  112389. * Add the required uniforms to the current list.
  112390. * @param uniforms defines the current uniform list.
  112391. */
  112392. static AddUniforms(uniforms: string[]): void;
  112393. /**
  112394. * Add the required samplers to the current list.
  112395. * @param samplers defines the current sampler list.
  112396. */
  112397. static AddSamplers(samplers: string[]): void;
  112398. /**
  112399. * Add the required uniforms to the current buffer.
  112400. * @param uniformBuffer defines the current uniform buffer.
  112401. */
  112402. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112403. /**
  112404. * Makes a duplicate of the current configuration into another one.
  112405. * @param configuration define the config where to copy the info
  112406. */
  112407. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112408. /**
  112409. * Serializes this Sub Surface configuration.
  112410. * @returns - An object with the serialized config.
  112411. */
  112412. serialize(): any;
  112413. /**
  112414. * Parses a anisotropy Configuration from a serialized object.
  112415. * @param source - Serialized object.
  112416. * @param scene Defines the scene we are parsing for
  112417. * @param rootUrl Defines the rootUrl to load from
  112418. */
  112419. parse(source: any, scene: Scene, rootUrl: string): void;
  112420. }
  112421. }
  112422. declare module BABYLON {
  112423. /** @hidden */
  112424. export var pbrFragmentDeclaration: {
  112425. name: string;
  112426. shader: string;
  112427. };
  112428. }
  112429. declare module BABYLON {
  112430. /** @hidden */
  112431. export var pbrUboDeclaration: {
  112432. name: string;
  112433. shader: string;
  112434. };
  112435. }
  112436. declare module BABYLON {
  112437. /** @hidden */
  112438. export var pbrFragmentExtraDeclaration: {
  112439. name: string;
  112440. shader: string;
  112441. };
  112442. }
  112443. declare module BABYLON {
  112444. /** @hidden */
  112445. export var pbrFragmentSamplersDeclaration: {
  112446. name: string;
  112447. shader: string;
  112448. };
  112449. }
  112450. declare module BABYLON {
  112451. /** @hidden */
  112452. export var pbrHelperFunctions: {
  112453. name: string;
  112454. shader: string;
  112455. };
  112456. }
  112457. declare module BABYLON {
  112458. /** @hidden */
  112459. export var harmonicsFunctions: {
  112460. name: string;
  112461. shader: string;
  112462. };
  112463. }
  112464. declare module BABYLON {
  112465. /** @hidden */
  112466. export var pbrDirectLightingSetupFunctions: {
  112467. name: string;
  112468. shader: string;
  112469. };
  112470. }
  112471. declare module BABYLON {
  112472. /** @hidden */
  112473. export var pbrDirectLightingFalloffFunctions: {
  112474. name: string;
  112475. shader: string;
  112476. };
  112477. }
  112478. declare module BABYLON {
  112479. /** @hidden */
  112480. export var pbrBRDFFunctions: {
  112481. name: string;
  112482. shader: string;
  112483. };
  112484. }
  112485. declare module BABYLON {
  112486. /** @hidden */
  112487. export var pbrDirectLightingFunctions: {
  112488. name: string;
  112489. shader: string;
  112490. };
  112491. }
  112492. declare module BABYLON {
  112493. /** @hidden */
  112494. export var pbrIBLFunctions: {
  112495. name: string;
  112496. shader: string;
  112497. };
  112498. }
  112499. declare module BABYLON {
  112500. /** @hidden */
  112501. export var pbrDebug: {
  112502. name: string;
  112503. shader: string;
  112504. };
  112505. }
  112506. declare module BABYLON {
  112507. /** @hidden */
  112508. export var pbrPixelShader: {
  112509. name: string;
  112510. shader: string;
  112511. };
  112512. }
  112513. declare module BABYLON {
  112514. /** @hidden */
  112515. export var pbrVertexDeclaration: {
  112516. name: string;
  112517. shader: string;
  112518. };
  112519. }
  112520. declare module BABYLON {
  112521. /** @hidden */
  112522. export var pbrVertexShader: {
  112523. name: string;
  112524. shader: string;
  112525. };
  112526. }
  112527. declare module BABYLON {
  112528. /**
  112529. * Manages the defines for the PBR Material.
  112530. * @hidden
  112531. */
  112532. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112533. PBR: boolean;
  112534. MAINUV1: boolean;
  112535. MAINUV2: boolean;
  112536. UV1: boolean;
  112537. UV2: boolean;
  112538. ALBEDO: boolean;
  112539. ALBEDODIRECTUV: number;
  112540. VERTEXCOLOR: boolean;
  112541. AMBIENT: boolean;
  112542. AMBIENTDIRECTUV: number;
  112543. AMBIENTINGRAYSCALE: boolean;
  112544. OPACITY: boolean;
  112545. VERTEXALPHA: boolean;
  112546. OPACITYDIRECTUV: number;
  112547. OPACITYRGB: boolean;
  112548. ALPHATEST: boolean;
  112549. DEPTHPREPASS: boolean;
  112550. ALPHABLEND: boolean;
  112551. ALPHAFROMALBEDO: boolean;
  112552. ALPHATESTVALUE: string;
  112553. SPECULAROVERALPHA: boolean;
  112554. RADIANCEOVERALPHA: boolean;
  112555. ALPHAFRESNEL: boolean;
  112556. LINEARALPHAFRESNEL: boolean;
  112557. PREMULTIPLYALPHA: boolean;
  112558. EMISSIVE: boolean;
  112559. EMISSIVEDIRECTUV: number;
  112560. REFLECTIVITY: boolean;
  112561. REFLECTIVITYDIRECTUV: number;
  112562. SPECULARTERM: boolean;
  112563. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112564. MICROSURFACEAUTOMATIC: boolean;
  112565. LODBASEDMICROSFURACE: boolean;
  112566. MICROSURFACEMAP: boolean;
  112567. MICROSURFACEMAPDIRECTUV: number;
  112568. METALLICWORKFLOW: boolean;
  112569. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112570. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112571. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112572. AOSTOREINMETALMAPRED: boolean;
  112573. ENVIRONMENTBRDF: boolean;
  112574. ENVIRONMENTBRDF_RGBD: boolean;
  112575. NORMAL: boolean;
  112576. TANGENT: boolean;
  112577. BUMP: boolean;
  112578. BUMPDIRECTUV: number;
  112579. OBJECTSPACE_NORMALMAP: boolean;
  112580. PARALLAX: boolean;
  112581. PARALLAXOCCLUSION: boolean;
  112582. NORMALXYSCALE: boolean;
  112583. LIGHTMAP: boolean;
  112584. LIGHTMAPDIRECTUV: number;
  112585. USELIGHTMAPASSHADOWMAP: boolean;
  112586. GAMMALIGHTMAP: boolean;
  112587. RGBDLIGHTMAP: boolean;
  112588. REFLECTION: boolean;
  112589. REFLECTIONMAP_3D: boolean;
  112590. REFLECTIONMAP_SPHERICAL: boolean;
  112591. REFLECTIONMAP_PLANAR: boolean;
  112592. REFLECTIONMAP_CUBIC: boolean;
  112593. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112594. REFLECTIONMAP_PROJECTION: boolean;
  112595. REFLECTIONMAP_SKYBOX: boolean;
  112596. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112597. REFLECTIONMAP_EXPLICIT: boolean;
  112598. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112599. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112600. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112601. INVERTCUBICMAP: boolean;
  112602. USESPHERICALFROMREFLECTIONMAP: boolean;
  112603. USEIRRADIANCEMAP: boolean;
  112604. SPHERICAL_HARMONICS: boolean;
  112605. USESPHERICALINVERTEX: boolean;
  112606. REFLECTIONMAP_OPPOSITEZ: boolean;
  112607. LODINREFLECTIONALPHA: boolean;
  112608. GAMMAREFLECTION: boolean;
  112609. RGBDREFLECTION: boolean;
  112610. LINEARSPECULARREFLECTION: boolean;
  112611. RADIANCEOCCLUSION: boolean;
  112612. HORIZONOCCLUSION: boolean;
  112613. INSTANCES: boolean;
  112614. NUM_BONE_INFLUENCERS: number;
  112615. BonesPerMesh: number;
  112616. BONETEXTURE: boolean;
  112617. NONUNIFORMSCALING: boolean;
  112618. MORPHTARGETS: boolean;
  112619. MORPHTARGETS_NORMAL: boolean;
  112620. MORPHTARGETS_TANGENT: boolean;
  112621. MORPHTARGETS_UV: boolean;
  112622. NUM_MORPH_INFLUENCERS: number;
  112623. IMAGEPROCESSING: boolean;
  112624. VIGNETTE: boolean;
  112625. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112626. VIGNETTEBLENDMODEOPAQUE: boolean;
  112627. TONEMAPPING: boolean;
  112628. TONEMAPPING_ACES: boolean;
  112629. CONTRAST: boolean;
  112630. COLORCURVES: boolean;
  112631. COLORGRADING: boolean;
  112632. COLORGRADING3D: boolean;
  112633. SAMPLER3DGREENDEPTH: boolean;
  112634. SAMPLER3DBGRMAP: boolean;
  112635. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112636. EXPOSURE: boolean;
  112637. MULTIVIEW: boolean;
  112638. USEPHYSICALLIGHTFALLOFF: boolean;
  112639. USEGLTFLIGHTFALLOFF: boolean;
  112640. TWOSIDEDLIGHTING: boolean;
  112641. SHADOWFLOAT: boolean;
  112642. CLIPPLANE: boolean;
  112643. CLIPPLANE2: boolean;
  112644. CLIPPLANE3: boolean;
  112645. CLIPPLANE4: boolean;
  112646. POINTSIZE: boolean;
  112647. FOG: boolean;
  112648. LOGARITHMICDEPTH: boolean;
  112649. FORCENORMALFORWARD: boolean;
  112650. SPECULARAA: boolean;
  112651. CLEARCOAT: boolean;
  112652. CLEARCOAT_DEFAULTIOR: boolean;
  112653. CLEARCOAT_TEXTURE: boolean;
  112654. CLEARCOAT_TEXTUREDIRECTUV: number;
  112655. CLEARCOAT_BUMP: boolean;
  112656. CLEARCOAT_BUMPDIRECTUV: number;
  112657. CLEARCOAT_TINT: boolean;
  112658. CLEARCOAT_TINT_TEXTURE: boolean;
  112659. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112660. ANISOTROPIC: boolean;
  112661. ANISOTROPIC_TEXTURE: boolean;
  112662. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112663. BRDF_V_HEIGHT_CORRELATED: boolean;
  112664. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112665. SHEEN: boolean;
  112666. SHEEN_TEXTURE: boolean;
  112667. SHEEN_TEXTUREDIRECTUV: number;
  112668. SHEEN_LINKWITHALBEDO: boolean;
  112669. SUBSURFACE: boolean;
  112670. SS_REFRACTION: boolean;
  112671. SS_TRANSLUCENCY: boolean;
  112672. SS_SCATERRING: boolean;
  112673. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112674. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112675. SS_REFRACTIONMAP_3D: boolean;
  112676. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112677. SS_LODINREFRACTIONALPHA: boolean;
  112678. SS_GAMMAREFRACTION: boolean;
  112679. SS_RGBDREFRACTION: boolean;
  112680. SS_LINEARSPECULARREFRACTION: boolean;
  112681. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112682. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112683. UNLIT: boolean;
  112684. DEBUGMODE: number;
  112685. /**
  112686. * Initializes the PBR Material defines.
  112687. */
  112688. constructor();
  112689. /**
  112690. * Resets the PBR Material defines.
  112691. */
  112692. reset(): void;
  112693. }
  112694. /**
  112695. * The Physically based material base class of BJS.
  112696. *
  112697. * This offers the main features of a standard PBR material.
  112698. * For more information, please refer to the documentation :
  112699. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112700. */
  112701. export abstract class PBRBaseMaterial extends PushMaterial {
  112702. /**
  112703. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112704. */
  112705. static readonly PBRMATERIAL_OPAQUE: number;
  112706. /**
  112707. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112708. */
  112709. static readonly PBRMATERIAL_ALPHATEST: number;
  112710. /**
  112711. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112712. */
  112713. static readonly PBRMATERIAL_ALPHABLEND: number;
  112714. /**
  112715. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112716. * They are also discarded below the alpha cutoff threshold to improve performances.
  112717. */
  112718. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112719. /**
  112720. * Defines the default value of how much AO map is occluding the analytical lights
  112721. * (point spot...).
  112722. */
  112723. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112724. /**
  112725. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112726. */
  112727. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112728. /**
  112729. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112730. * to enhance interoperability with other engines.
  112731. */
  112732. static readonly LIGHTFALLOFF_GLTF: number;
  112733. /**
  112734. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112735. * to enhance interoperability with other materials.
  112736. */
  112737. static readonly LIGHTFALLOFF_STANDARD: number;
  112738. /**
  112739. * Intensity of the direct lights e.g. the four lights available in your scene.
  112740. * This impacts both the direct diffuse and specular highlights.
  112741. */
  112742. protected _directIntensity: number;
  112743. /**
  112744. * Intensity of the emissive part of the material.
  112745. * This helps controlling the emissive effect without modifying the emissive color.
  112746. */
  112747. protected _emissiveIntensity: number;
  112748. /**
  112749. * Intensity of the environment e.g. how much the environment will light the object
  112750. * either through harmonics for rough material or through the refelction for shiny ones.
  112751. */
  112752. protected _environmentIntensity: number;
  112753. /**
  112754. * This is a special control allowing the reduction of the specular highlights coming from the
  112755. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112756. */
  112757. protected _specularIntensity: number;
  112758. /**
  112759. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112760. */
  112761. private _lightingInfos;
  112762. /**
  112763. * Debug Control allowing disabling the bump map on this material.
  112764. */
  112765. protected _disableBumpMap: boolean;
  112766. /**
  112767. * AKA Diffuse Texture in standard nomenclature.
  112768. */
  112769. protected _albedoTexture: Nullable<BaseTexture>;
  112770. /**
  112771. * AKA Occlusion Texture in other nomenclature.
  112772. */
  112773. protected _ambientTexture: Nullable<BaseTexture>;
  112774. /**
  112775. * AKA Occlusion Texture Intensity in other nomenclature.
  112776. */
  112777. protected _ambientTextureStrength: number;
  112778. /**
  112779. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112780. * 1 means it completely occludes it
  112781. * 0 mean it has no impact
  112782. */
  112783. protected _ambientTextureImpactOnAnalyticalLights: number;
  112784. /**
  112785. * Stores the alpha values in a texture.
  112786. */
  112787. protected _opacityTexture: Nullable<BaseTexture>;
  112788. /**
  112789. * Stores the reflection values in a texture.
  112790. */
  112791. protected _reflectionTexture: Nullable<BaseTexture>;
  112792. /**
  112793. * Stores the emissive values in a texture.
  112794. */
  112795. protected _emissiveTexture: Nullable<BaseTexture>;
  112796. /**
  112797. * AKA Specular texture in other nomenclature.
  112798. */
  112799. protected _reflectivityTexture: Nullable<BaseTexture>;
  112800. /**
  112801. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112802. */
  112803. protected _metallicTexture: Nullable<BaseTexture>;
  112804. /**
  112805. * Specifies the metallic scalar of the metallic/roughness workflow.
  112806. * Can also be used to scale the metalness values of the metallic texture.
  112807. */
  112808. protected _metallic: Nullable<number>;
  112809. /**
  112810. * Specifies the roughness scalar of the metallic/roughness workflow.
  112811. * Can also be used to scale the roughness values of the metallic texture.
  112812. */
  112813. protected _roughness: Nullable<number>;
  112814. /**
  112815. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112816. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112817. */
  112818. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112819. /**
  112820. * Stores surface normal data used to displace a mesh in a texture.
  112821. */
  112822. protected _bumpTexture: Nullable<BaseTexture>;
  112823. /**
  112824. * Stores the pre-calculated light information of a mesh in a texture.
  112825. */
  112826. protected _lightmapTexture: Nullable<BaseTexture>;
  112827. /**
  112828. * The color of a material in ambient lighting.
  112829. */
  112830. protected _ambientColor: Color3;
  112831. /**
  112832. * AKA Diffuse Color in other nomenclature.
  112833. */
  112834. protected _albedoColor: Color3;
  112835. /**
  112836. * AKA Specular Color in other nomenclature.
  112837. */
  112838. protected _reflectivityColor: Color3;
  112839. /**
  112840. * The color applied when light is reflected from a material.
  112841. */
  112842. protected _reflectionColor: Color3;
  112843. /**
  112844. * The color applied when light is emitted from a material.
  112845. */
  112846. protected _emissiveColor: Color3;
  112847. /**
  112848. * AKA Glossiness in other nomenclature.
  112849. */
  112850. protected _microSurface: number;
  112851. /**
  112852. * Specifies that the material will use the light map as a show map.
  112853. */
  112854. protected _useLightmapAsShadowmap: boolean;
  112855. /**
  112856. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112857. * makes the reflect vector face the model (under horizon).
  112858. */
  112859. protected _useHorizonOcclusion: boolean;
  112860. /**
  112861. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112862. * too much the area relying on ambient texture to define their ambient occlusion.
  112863. */
  112864. protected _useRadianceOcclusion: boolean;
  112865. /**
  112866. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112867. */
  112868. protected _useAlphaFromAlbedoTexture: boolean;
  112869. /**
  112870. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112871. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112872. */
  112873. protected _useSpecularOverAlpha: boolean;
  112874. /**
  112875. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112876. */
  112877. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112878. /**
  112879. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112880. */
  112881. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112882. /**
  112883. * Specifies if the metallic texture contains the roughness information in its green channel.
  112884. */
  112885. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112886. /**
  112887. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112888. */
  112889. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112890. /**
  112891. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112892. */
  112893. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112894. /**
  112895. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112896. */
  112897. protected _useAmbientInGrayScale: boolean;
  112898. /**
  112899. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112900. * The material will try to infer what glossiness each pixel should be.
  112901. */
  112902. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112903. /**
  112904. * Defines the falloff type used in this material.
  112905. * It by default is Physical.
  112906. */
  112907. protected _lightFalloff: number;
  112908. /**
  112909. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112910. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112911. */
  112912. protected _useRadianceOverAlpha: boolean;
  112913. /**
  112914. * Allows using an object space normal map (instead of tangent space).
  112915. */
  112916. protected _useObjectSpaceNormalMap: boolean;
  112917. /**
  112918. * Allows using the bump map in parallax mode.
  112919. */
  112920. protected _useParallax: boolean;
  112921. /**
  112922. * Allows using the bump map in parallax occlusion mode.
  112923. */
  112924. protected _useParallaxOcclusion: boolean;
  112925. /**
  112926. * Controls the scale bias of the parallax mode.
  112927. */
  112928. protected _parallaxScaleBias: number;
  112929. /**
  112930. * If sets to true, disables all the lights affecting the material.
  112931. */
  112932. protected _disableLighting: boolean;
  112933. /**
  112934. * Number of Simultaneous lights allowed on the material.
  112935. */
  112936. protected _maxSimultaneousLights: number;
  112937. /**
  112938. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112939. */
  112940. protected _invertNormalMapX: boolean;
  112941. /**
  112942. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112943. */
  112944. protected _invertNormalMapY: boolean;
  112945. /**
  112946. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112947. */
  112948. protected _twoSidedLighting: boolean;
  112949. /**
  112950. * Defines the alpha limits in alpha test mode.
  112951. */
  112952. protected _alphaCutOff: number;
  112953. /**
  112954. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112955. */
  112956. protected _forceAlphaTest: boolean;
  112957. /**
  112958. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112959. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112960. */
  112961. protected _useAlphaFresnel: boolean;
  112962. /**
  112963. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112964. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112965. */
  112966. protected _useLinearAlphaFresnel: boolean;
  112967. /**
  112968. * The transparency mode of the material.
  112969. */
  112970. protected _transparencyMode: Nullable<number>;
  112971. /**
  112972. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112973. * from cos thetav and roughness:
  112974. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112975. */
  112976. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112977. /**
  112978. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112979. */
  112980. protected _forceIrradianceInFragment: boolean;
  112981. /**
  112982. * Force normal to face away from face.
  112983. */
  112984. protected _forceNormalForward: boolean;
  112985. /**
  112986. * Enables specular anti aliasing in the PBR shader.
  112987. * It will both interacts on the Geometry for analytical and IBL lighting.
  112988. * It also prefilter the roughness map based on the bump values.
  112989. */
  112990. protected _enableSpecularAntiAliasing: boolean;
  112991. /**
  112992. * Default configuration related to image processing available in the PBR Material.
  112993. */
  112994. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112995. /**
  112996. * Keep track of the image processing observer to allow dispose and replace.
  112997. */
  112998. private _imageProcessingObserver;
  112999. /**
  113000. * Attaches a new image processing configuration to the PBR Material.
  113001. * @param configuration
  113002. */
  113003. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113004. /**
  113005. * Stores the available render targets.
  113006. */
  113007. private _renderTargets;
  113008. /**
  113009. * Sets the global ambient color for the material used in lighting calculations.
  113010. */
  113011. private _globalAmbientColor;
  113012. /**
  113013. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  113014. */
  113015. private _useLogarithmicDepth;
  113016. /**
  113017. * If set to true, no lighting calculations will be applied.
  113018. */
  113019. private _unlit;
  113020. private _debugMode;
  113021. /**
  113022. * @hidden
  113023. * This is reserved for the inspector.
  113024. * Defines the material debug mode.
  113025. * It helps seeing only some components of the material while troubleshooting.
  113026. */
  113027. debugMode: number;
  113028. /**
  113029. * @hidden
  113030. * This is reserved for the inspector.
  113031. * Specify from where on screen the debug mode should start.
  113032. * The value goes from -1 (full screen) to 1 (not visible)
  113033. * It helps with side by side comparison against the final render
  113034. * This defaults to -1
  113035. */
  113036. private debugLimit;
  113037. /**
  113038. * @hidden
  113039. * This is reserved for the inspector.
  113040. * As the default viewing range might not be enough (if the ambient is really small for instance)
  113041. * You can use the factor to better multiply the final value.
  113042. */
  113043. private debugFactor;
  113044. /**
  113045. * Defines the clear coat layer parameters for the material.
  113046. */
  113047. readonly clearCoat: PBRClearCoatConfiguration;
  113048. /**
  113049. * Defines the anisotropic parameters for the material.
  113050. */
  113051. readonly anisotropy: PBRAnisotropicConfiguration;
  113052. /**
  113053. * Defines the BRDF parameters for the material.
  113054. */
  113055. readonly brdf: PBRBRDFConfiguration;
  113056. /**
  113057. * Defines the Sheen parameters for the material.
  113058. */
  113059. readonly sheen: PBRSheenConfiguration;
  113060. /**
  113061. * Defines the SubSurface parameters for the material.
  113062. */
  113063. readonly subSurface: PBRSubSurfaceConfiguration;
  113064. /**
  113065. * Custom callback helping to override the default shader used in the material.
  113066. */
  113067. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  113068. protected _rebuildInParallel: boolean;
  113069. /**
  113070. * Instantiates a new PBRMaterial instance.
  113071. *
  113072. * @param name The material name
  113073. * @param scene The scene the material will be use in.
  113074. */
  113075. constructor(name: string, scene: Scene);
  113076. /**
  113077. * Gets a boolean indicating that current material needs to register RTT
  113078. */
  113079. readonly hasRenderTargetTextures: boolean;
  113080. /**
  113081. * Gets the name of the material class.
  113082. */
  113083. getClassName(): string;
  113084. /**
  113085. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113086. */
  113087. /**
  113088. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113089. */
  113090. useLogarithmicDepth: boolean;
  113091. /**
  113092. * Gets the current transparency mode.
  113093. */
  113094. /**
  113095. * Sets the transparency mode of the material.
  113096. *
  113097. * | Value | Type | Description |
  113098. * | ----- | ----------------------------------- | ----------- |
  113099. * | 0 | OPAQUE | |
  113100. * | 1 | ALPHATEST | |
  113101. * | 2 | ALPHABLEND | |
  113102. * | 3 | ALPHATESTANDBLEND | |
  113103. *
  113104. */
  113105. transparencyMode: Nullable<number>;
  113106. /**
  113107. * Returns true if alpha blending should be disabled.
  113108. */
  113109. private readonly _disableAlphaBlending;
  113110. /**
  113111. * Specifies whether or not this material should be rendered in alpha blend mode.
  113112. */
  113113. needAlphaBlending(): boolean;
  113114. /**
  113115. * Specifies if the mesh will require alpha blending.
  113116. * @param mesh - BJS mesh.
  113117. */
  113118. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  113119. /**
  113120. * Specifies whether or not this material should be rendered in alpha test mode.
  113121. */
  113122. needAlphaTesting(): boolean;
  113123. /**
  113124. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  113125. */
  113126. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  113127. /**
  113128. * Gets the texture used for the alpha test.
  113129. */
  113130. getAlphaTestTexture(): Nullable<BaseTexture>;
  113131. /**
  113132. * Specifies that the submesh is ready to be used.
  113133. * @param mesh - BJS mesh.
  113134. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  113135. * @param useInstances - Specifies that instances should be used.
  113136. * @returns - boolean indicating that the submesh is ready or not.
  113137. */
  113138. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113139. /**
  113140. * Specifies if the material uses metallic roughness workflow.
  113141. * @returns boolean specifiying if the material uses metallic roughness workflow.
  113142. */
  113143. isMetallicWorkflow(): boolean;
  113144. private _prepareEffect;
  113145. private _prepareDefines;
  113146. /**
  113147. * Force shader compilation
  113148. */
  113149. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  113150. clipPlane: boolean;
  113151. }>): void;
  113152. /**
  113153. * Initializes the uniform buffer layout for the shader.
  113154. */
  113155. buildUniformLayout(): void;
  113156. /**
  113157. * Unbinds the material from the mesh
  113158. */
  113159. unbind(): void;
  113160. /**
  113161. * Binds the submesh data.
  113162. * @param world - The world matrix.
  113163. * @param mesh - The BJS mesh.
  113164. * @param subMesh - A submesh of the BJS mesh.
  113165. */
  113166. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113167. /**
  113168. * Returns the animatable textures.
  113169. * @returns - Array of animatable textures.
  113170. */
  113171. getAnimatables(): IAnimatable[];
  113172. /**
  113173. * Returns the texture used for reflections.
  113174. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  113175. */
  113176. private _getReflectionTexture;
  113177. /**
  113178. * Returns an array of the actively used textures.
  113179. * @returns - Array of BaseTextures
  113180. */
  113181. getActiveTextures(): BaseTexture[];
  113182. /**
  113183. * Checks to see if a texture is used in the material.
  113184. * @param texture - Base texture to use.
  113185. * @returns - Boolean specifying if a texture is used in the material.
  113186. */
  113187. hasTexture(texture: BaseTexture): boolean;
  113188. /**
  113189. * Disposes the resources of the material.
  113190. * @param forceDisposeEffect - Forces the disposal of effects.
  113191. * @param forceDisposeTextures - Forces the disposal of all textures.
  113192. */
  113193. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113194. }
  113195. }
  113196. declare module BABYLON {
  113197. /**
  113198. * The Physically based material of BJS.
  113199. *
  113200. * This offers the main features of a standard PBR material.
  113201. * For more information, please refer to the documentation :
  113202. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113203. */
  113204. export class PBRMaterial extends PBRBaseMaterial {
  113205. /**
  113206. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113207. */
  113208. static readonly PBRMATERIAL_OPAQUE: number;
  113209. /**
  113210. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113211. */
  113212. static readonly PBRMATERIAL_ALPHATEST: number;
  113213. /**
  113214. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113215. */
  113216. static readonly PBRMATERIAL_ALPHABLEND: number;
  113217. /**
  113218. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113219. * They are also discarded below the alpha cutoff threshold to improve performances.
  113220. */
  113221. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113222. /**
  113223. * Defines the default value of how much AO map is occluding the analytical lights
  113224. * (point spot...).
  113225. */
  113226. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113227. /**
  113228. * Intensity of the direct lights e.g. the four lights available in your scene.
  113229. * This impacts both the direct diffuse and specular highlights.
  113230. */
  113231. directIntensity: number;
  113232. /**
  113233. * Intensity of the emissive part of the material.
  113234. * This helps controlling the emissive effect without modifying the emissive color.
  113235. */
  113236. emissiveIntensity: number;
  113237. /**
  113238. * Intensity of the environment e.g. how much the environment will light the object
  113239. * either through harmonics for rough material or through the refelction for shiny ones.
  113240. */
  113241. environmentIntensity: number;
  113242. /**
  113243. * This is a special control allowing the reduction of the specular highlights coming from the
  113244. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113245. */
  113246. specularIntensity: number;
  113247. /**
  113248. * Debug Control allowing disabling the bump map on this material.
  113249. */
  113250. disableBumpMap: boolean;
  113251. /**
  113252. * AKA Diffuse Texture in standard nomenclature.
  113253. */
  113254. albedoTexture: BaseTexture;
  113255. /**
  113256. * AKA Occlusion Texture in other nomenclature.
  113257. */
  113258. ambientTexture: BaseTexture;
  113259. /**
  113260. * AKA Occlusion Texture Intensity in other nomenclature.
  113261. */
  113262. ambientTextureStrength: number;
  113263. /**
  113264. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113265. * 1 means it completely occludes it
  113266. * 0 mean it has no impact
  113267. */
  113268. ambientTextureImpactOnAnalyticalLights: number;
  113269. /**
  113270. * Stores the alpha values in a texture.
  113271. */
  113272. opacityTexture: BaseTexture;
  113273. /**
  113274. * Stores the reflection values in a texture.
  113275. */
  113276. reflectionTexture: Nullable<BaseTexture>;
  113277. /**
  113278. * Stores the emissive values in a texture.
  113279. */
  113280. emissiveTexture: BaseTexture;
  113281. /**
  113282. * AKA Specular texture in other nomenclature.
  113283. */
  113284. reflectivityTexture: BaseTexture;
  113285. /**
  113286. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113287. */
  113288. metallicTexture: BaseTexture;
  113289. /**
  113290. * Specifies the metallic scalar of the metallic/roughness workflow.
  113291. * Can also be used to scale the metalness values of the metallic texture.
  113292. */
  113293. metallic: Nullable<number>;
  113294. /**
  113295. * Specifies the roughness scalar of the metallic/roughness workflow.
  113296. * Can also be used to scale the roughness values of the metallic texture.
  113297. */
  113298. roughness: Nullable<number>;
  113299. /**
  113300. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113301. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113302. */
  113303. microSurfaceTexture: BaseTexture;
  113304. /**
  113305. * Stores surface normal data used to displace a mesh in a texture.
  113306. */
  113307. bumpTexture: BaseTexture;
  113308. /**
  113309. * Stores the pre-calculated light information of a mesh in a texture.
  113310. */
  113311. lightmapTexture: BaseTexture;
  113312. /**
  113313. * Stores the refracted light information in a texture.
  113314. */
  113315. refractionTexture: Nullable<BaseTexture>;
  113316. /**
  113317. * The color of a material in ambient lighting.
  113318. */
  113319. ambientColor: Color3;
  113320. /**
  113321. * AKA Diffuse Color in other nomenclature.
  113322. */
  113323. albedoColor: Color3;
  113324. /**
  113325. * AKA Specular Color in other nomenclature.
  113326. */
  113327. reflectivityColor: Color3;
  113328. /**
  113329. * The color reflected from the material.
  113330. */
  113331. reflectionColor: Color3;
  113332. /**
  113333. * The color emitted from the material.
  113334. */
  113335. emissiveColor: Color3;
  113336. /**
  113337. * AKA Glossiness in other nomenclature.
  113338. */
  113339. microSurface: number;
  113340. /**
  113341. * source material index of refraction (IOR)' / 'destination material IOR.
  113342. */
  113343. indexOfRefraction: number;
  113344. /**
  113345. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113346. */
  113347. invertRefractionY: boolean;
  113348. /**
  113349. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113350. * Materials half opaque for instance using refraction could benefit from this control.
  113351. */
  113352. linkRefractionWithTransparency: boolean;
  113353. /**
  113354. * If true, the light map contains occlusion information instead of lighting info.
  113355. */
  113356. useLightmapAsShadowmap: boolean;
  113357. /**
  113358. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113359. */
  113360. useAlphaFromAlbedoTexture: boolean;
  113361. /**
  113362. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113363. */
  113364. forceAlphaTest: boolean;
  113365. /**
  113366. * Defines the alpha limits in alpha test mode.
  113367. */
  113368. alphaCutOff: number;
  113369. /**
  113370. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113371. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113372. */
  113373. useSpecularOverAlpha: boolean;
  113374. /**
  113375. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113376. */
  113377. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113378. /**
  113379. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113380. */
  113381. useRoughnessFromMetallicTextureAlpha: boolean;
  113382. /**
  113383. * Specifies if the metallic texture contains the roughness information in its green channel.
  113384. */
  113385. useRoughnessFromMetallicTextureGreen: boolean;
  113386. /**
  113387. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113388. */
  113389. useMetallnessFromMetallicTextureBlue: boolean;
  113390. /**
  113391. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113392. */
  113393. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113394. /**
  113395. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113396. */
  113397. useAmbientInGrayScale: boolean;
  113398. /**
  113399. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113400. * The material will try to infer what glossiness each pixel should be.
  113401. */
  113402. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113403. /**
  113404. * BJS is using an harcoded light falloff based on a manually sets up range.
  113405. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113406. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113407. */
  113408. /**
  113409. * BJS is using an harcoded light falloff based on a manually sets up range.
  113410. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113411. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113412. */
  113413. usePhysicalLightFalloff: boolean;
  113414. /**
  113415. * In order to support the falloff compatibility with gltf, a special mode has been added
  113416. * to reproduce the gltf light falloff.
  113417. */
  113418. /**
  113419. * In order to support the falloff compatibility with gltf, a special mode has been added
  113420. * to reproduce the gltf light falloff.
  113421. */
  113422. useGLTFLightFalloff: boolean;
  113423. /**
  113424. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113425. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113426. */
  113427. useRadianceOverAlpha: boolean;
  113428. /**
  113429. * Allows using an object space normal map (instead of tangent space).
  113430. */
  113431. useObjectSpaceNormalMap: boolean;
  113432. /**
  113433. * Allows using the bump map in parallax mode.
  113434. */
  113435. useParallax: boolean;
  113436. /**
  113437. * Allows using the bump map in parallax occlusion mode.
  113438. */
  113439. useParallaxOcclusion: boolean;
  113440. /**
  113441. * Controls the scale bias of the parallax mode.
  113442. */
  113443. parallaxScaleBias: number;
  113444. /**
  113445. * If sets to true, disables all the lights affecting the material.
  113446. */
  113447. disableLighting: boolean;
  113448. /**
  113449. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113450. */
  113451. forceIrradianceInFragment: boolean;
  113452. /**
  113453. * Number of Simultaneous lights allowed on the material.
  113454. */
  113455. maxSimultaneousLights: number;
  113456. /**
  113457. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113458. */
  113459. invertNormalMapX: boolean;
  113460. /**
  113461. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113462. */
  113463. invertNormalMapY: boolean;
  113464. /**
  113465. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113466. */
  113467. twoSidedLighting: boolean;
  113468. /**
  113469. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113470. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113471. */
  113472. useAlphaFresnel: boolean;
  113473. /**
  113474. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113475. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113476. */
  113477. useLinearAlphaFresnel: boolean;
  113478. /**
  113479. * Let user defines the brdf lookup texture used for IBL.
  113480. * A default 8bit version is embedded but you could point at :
  113481. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113482. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113483. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113484. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113485. */
  113486. environmentBRDFTexture: Nullable<BaseTexture>;
  113487. /**
  113488. * Force normal to face away from face.
  113489. */
  113490. forceNormalForward: boolean;
  113491. /**
  113492. * Enables specular anti aliasing in the PBR shader.
  113493. * It will both interacts on the Geometry for analytical and IBL lighting.
  113494. * It also prefilter the roughness map based on the bump values.
  113495. */
  113496. enableSpecularAntiAliasing: boolean;
  113497. /**
  113498. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113499. * makes the reflect vector face the model (under horizon).
  113500. */
  113501. useHorizonOcclusion: boolean;
  113502. /**
  113503. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113504. * too much the area relying on ambient texture to define their ambient occlusion.
  113505. */
  113506. useRadianceOcclusion: boolean;
  113507. /**
  113508. * If set to true, no lighting calculations will be applied.
  113509. */
  113510. unlit: boolean;
  113511. /**
  113512. * Gets the image processing configuration used either in this material.
  113513. */
  113514. /**
  113515. * Sets the Default image processing configuration used either in the this material.
  113516. *
  113517. * If sets to null, the scene one is in use.
  113518. */
  113519. imageProcessingConfiguration: ImageProcessingConfiguration;
  113520. /**
  113521. * Gets wether the color curves effect is enabled.
  113522. */
  113523. /**
  113524. * Sets wether the color curves effect is enabled.
  113525. */
  113526. cameraColorCurvesEnabled: boolean;
  113527. /**
  113528. * Gets wether the color grading effect is enabled.
  113529. */
  113530. /**
  113531. * Gets wether the color grading effect is enabled.
  113532. */
  113533. cameraColorGradingEnabled: boolean;
  113534. /**
  113535. * Gets wether tonemapping is enabled or not.
  113536. */
  113537. /**
  113538. * Sets wether tonemapping is enabled or not
  113539. */
  113540. cameraToneMappingEnabled: boolean;
  113541. /**
  113542. * The camera exposure used on this material.
  113543. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113544. * This corresponds to a photographic exposure.
  113545. */
  113546. /**
  113547. * The camera exposure used on this material.
  113548. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113549. * This corresponds to a photographic exposure.
  113550. */
  113551. cameraExposure: number;
  113552. /**
  113553. * Gets The camera contrast used on this material.
  113554. */
  113555. /**
  113556. * Sets The camera contrast used on this material.
  113557. */
  113558. cameraContrast: number;
  113559. /**
  113560. * Gets the Color Grading 2D Lookup Texture.
  113561. */
  113562. /**
  113563. * Sets the Color Grading 2D Lookup Texture.
  113564. */
  113565. cameraColorGradingTexture: Nullable<BaseTexture>;
  113566. /**
  113567. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113568. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113569. * 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;
  113570. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113571. */
  113572. /**
  113573. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113574. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113575. * 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;
  113576. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113577. */
  113578. cameraColorCurves: Nullable<ColorCurves>;
  113579. /**
  113580. * Instantiates a new PBRMaterial instance.
  113581. *
  113582. * @param name The material name
  113583. * @param scene The scene the material will be use in.
  113584. */
  113585. constructor(name: string, scene: Scene);
  113586. /**
  113587. * Returns the name of this material class.
  113588. */
  113589. getClassName(): string;
  113590. /**
  113591. * Makes a duplicate of the current material.
  113592. * @param name - name to use for the new material.
  113593. */
  113594. clone(name: string): PBRMaterial;
  113595. /**
  113596. * Serializes this PBR Material.
  113597. * @returns - An object with the serialized material.
  113598. */
  113599. serialize(): any;
  113600. /**
  113601. * Parses a PBR Material from a serialized object.
  113602. * @param source - Serialized object.
  113603. * @param scene - BJS scene instance.
  113604. * @param rootUrl - url for the scene object
  113605. * @returns - PBRMaterial
  113606. */
  113607. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113608. }
  113609. }
  113610. declare module BABYLON {
  113611. /**
  113612. * Direct draw surface info
  113613. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113614. */
  113615. export interface DDSInfo {
  113616. /**
  113617. * Width of the texture
  113618. */
  113619. width: number;
  113620. /**
  113621. * Width of the texture
  113622. */
  113623. height: number;
  113624. /**
  113625. * Number of Mipmaps for the texture
  113626. * @see https://en.wikipedia.org/wiki/Mipmap
  113627. */
  113628. mipmapCount: number;
  113629. /**
  113630. * If the textures format is a known fourCC format
  113631. * @see https://www.fourcc.org/
  113632. */
  113633. isFourCC: boolean;
  113634. /**
  113635. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113636. */
  113637. isRGB: boolean;
  113638. /**
  113639. * If the texture is a lumincance format
  113640. */
  113641. isLuminance: boolean;
  113642. /**
  113643. * If this is a cube texture
  113644. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113645. */
  113646. isCube: boolean;
  113647. /**
  113648. * If the texture is a compressed format eg. FOURCC_DXT1
  113649. */
  113650. isCompressed: boolean;
  113651. /**
  113652. * The dxgiFormat of the texture
  113653. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113654. */
  113655. dxgiFormat: number;
  113656. /**
  113657. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113658. */
  113659. textureType: number;
  113660. /**
  113661. * Sphericle polynomial created for the dds texture
  113662. */
  113663. sphericalPolynomial?: SphericalPolynomial;
  113664. }
  113665. /**
  113666. * Class used to provide DDS decompression tools
  113667. */
  113668. export class DDSTools {
  113669. /**
  113670. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113671. */
  113672. static StoreLODInAlphaChannel: boolean;
  113673. /**
  113674. * Gets DDS information from an array buffer
  113675. * @param arrayBuffer defines the array buffer to read data from
  113676. * @returns the DDS information
  113677. */
  113678. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113679. private static _FloatView;
  113680. private static _Int32View;
  113681. private static _ToHalfFloat;
  113682. private static _FromHalfFloat;
  113683. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113684. private static _GetHalfFloatRGBAArrayBuffer;
  113685. private static _GetFloatRGBAArrayBuffer;
  113686. private static _GetFloatAsUIntRGBAArrayBuffer;
  113687. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113688. private static _GetRGBAArrayBuffer;
  113689. private static _ExtractLongWordOrder;
  113690. private static _GetRGBArrayBuffer;
  113691. private static _GetLuminanceArrayBuffer;
  113692. /**
  113693. * Uploads DDS Levels to a Babylon Texture
  113694. * @hidden
  113695. */
  113696. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113697. }
  113698. interface Engine {
  113699. /**
  113700. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113701. * @param rootUrl defines the url where the file to load is located
  113702. * @param scene defines the current scene
  113703. * @param lodScale defines scale to apply to the mip map selection
  113704. * @param lodOffset defines offset to apply to the mip map selection
  113705. * @param onLoad defines an optional callback raised when the texture is loaded
  113706. * @param onError defines an optional callback raised if there is an issue to load the texture
  113707. * @param format defines the format of the data
  113708. * @param forcedExtension defines the extension to use to pick the right loader
  113709. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113710. * @returns the cube texture as an InternalTexture
  113711. */
  113712. 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;
  113713. }
  113714. }
  113715. declare module BABYLON {
  113716. /**
  113717. * Implementation of the DDS Texture Loader.
  113718. * @hidden
  113719. */
  113720. export class _DDSTextureLoader implements IInternalTextureLoader {
  113721. /**
  113722. * Defines wether the loader supports cascade loading the different faces.
  113723. */
  113724. readonly supportCascades: boolean;
  113725. /**
  113726. * This returns if the loader support the current file information.
  113727. * @param extension defines the file extension of the file being loaded
  113728. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113729. * @param fallback defines the fallback internal texture if any
  113730. * @param isBase64 defines whether the texture is encoded as a base64
  113731. * @param isBuffer defines whether the texture data are stored as a buffer
  113732. * @returns true if the loader can load the specified file
  113733. */
  113734. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113735. /**
  113736. * Transform the url before loading if required.
  113737. * @param rootUrl the url of the texture
  113738. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113739. * @returns the transformed texture
  113740. */
  113741. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113742. /**
  113743. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113744. * @param rootUrl the url of the texture
  113745. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113746. * @returns the fallback texture
  113747. */
  113748. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113749. /**
  113750. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113751. * @param data contains the texture data
  113752. * @param texture defines the BabylonJS internal texture
  113753. * @param createPolynomials will be true if polynomials have been requested
  113754. * @param onLoad defines the callback to trigger once the texture is ready
  113755. * @param onError defines the callback to trigger in case of error
  113756. */
  113757. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113758. /**
  113759. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113760. * @param data contains the texture data
  113761. * @param texture defines the BabylonJS internal texture
  113762. * @param callback defines the method to call once ready to upload
  113763. */
  113764. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113765. }
  113766. }
  113767. declare module BABYLON {
  113768. /**
  113769. * Implementation of the ENV Texture Loader.
  113770. * @hidden
  113771. */
  113772. export class _ENVTextureLoader implements IInternalTextureLoader {
  113773. /**
  113774. * Defines wether the loader supports cascade loading the different faces.
  113775. */
  113776. readonly supportCascades: boolean;
  113777. /**
  113778. * This returns if the loader support the current file information.
  113779. * @param extension defines the file extension of the file being loaded
  113780. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113781. * @param fallback defines the fallback internal texture if any
  113782. * @param isBase64 defines whether the texture is encoded as a base64
  113783. * @param isBuffer defines whether the texture data are stored as a buffer
  113784. * @returns true if the loader can load the specified file
  113785. */
  113786. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113787. /**
  113788. * Transform the url before loading if required.
  113789. * @param rootUrl the url of the texture
  113790. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113791. * @returns the transformed texture
  113792. */
  113793. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113794. /**
  113795. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113796. * @param rootUrl the url of the texture
  113797. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113798. * @returns the fallback texture
  113799. */
  113800. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113801. /**
  113802. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113803. * @param data contains the texture data
  113804. * @param texture defines the BabylonJS internal texture
  113805. * @param createPolynomials will be true if polynomials have been requested
  113806. * @param onLoad defines the callback to trigger once the texture is ready
  113807. * @param onError defines the callback to trigger in case of error
  113808. */
  113809. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113810. /**
  113811. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113812. * @param data contains the texture data
  113813. * @param texture defines the BabylonJS internal texture
  113814. * @param callback defines the method to call once ready to upload
  113815. */
  113816. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113817. }
  113818. }
  113819. declare module BABYLON {
  113820. /**
  113821. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113822. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113823. */
  113824. export class KhronosTextureContainer {
  113825. /** contents of the KTX container file */
  113826. arrayBuffer: any;
  113827. private static HEADER_LEN;
  113828. private static COMPRESSED_2D;
  113829. private static COMPRESSED_3D;
  113830. private static TEX_2D;
  113831. private static TEX_3D;
  113832. /**
  113833. * Gets the openGL type
  113834. */
  113835. glType: number;
  113836. /**
  113837. * Gets the openGL type size
  113838. */
  113839. glTypeSize: number;
  113840. /**
  113841. * Gets the openGL format
  113842. */
  113843. glFormat: number;
  113844. /**
  113845. * Gets the openGL internal format
  113846. */
  113847. glInternalFormat: number;
  113848. /**
  113849. * Gets the base internal format
  113850. */
  113851. glBaseInternalFormat: number;
  113852. /**
  113853. * Gets image width in pixel
  113854. */
  113855. pixelWidth: number;
  113856. /**
  113857. * Gets image height in pixel
  113858. */
  113859. pixelHeight: number;
  113860. /**
  113861. * Gets image depth in pixels
  113862. */
  113863. pixelDepth: number;
  113864. /**
  113865. * Gets the number of array elements
  113866. */
  113867. numberOfArrayElements: number;
  113868. /**
  113869. * Gets the number of faces
  113870. */
  113871. numberOfFaces: number;
  113872. /**
  113873. * Gets the number of mipmap levels
  113874. */
  113875. numberOfMipmapLevels: number;
  113876. /**
  113877. * Gets the bytes of key value data
  113878. */
  113879. bytesOfKeyValueData: number;
  113880. /**
  113881. * Gets the load type
  113882. */
  113883. loadType: number;
  113884. /**
  113885. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113886. */
  113887. isInvalid: boolean;
  113888. /**
  113889. * Creates a new KhronosTextureContainer
  113890. * @param arrayBuffer contents of the KTX container file
  113891. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113892. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113893. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113894. */
  113895. constructor(
  113896. /** contents of the KTX container file */
  113897. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113898. /**
  113899. * Uploads KTX content to a Babylon Texture.
  113900. * It is assumed that the texture has already been created & is currently bound
  113901. * @hidden
  113902. */
  113903. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113904. private _upload2DCompressedLevels;
  113905. }
  113906. }
  113907. declare module BABYLON {
  113908. /**
  113909. * Implementation of the KTX Texture Loader.
  113910. * @hidden
  113911. */
  113912. export class _KTXTextureLoader implements IInternalTextureLoader {
  113913. /**
  113914. * Defines wether the loader supports cascade loading the different faces.
  113915. */
  113916. readonly supportCascades: boolean;
  113917. /**
  113918. * This returns if the loader support the current file information.
  113919. * @param extension defines the file extension of the file being loaded
  113920. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113921. * @param fallback defines the fallback internal texture if any
  113922. * @param isBase64 defines whether the texture is encoded as a base64
  113923. * @param isBuffer defines whether the texture data are stored as a buffer
  113924. * @returns true if the loader can load the specified file
  113925. */
  113926. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113927. /**
  113928. * Transform the url before loading if required.
  113929. * @param rootUrl the url of the texture
  113930. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113931. * @returns the transformed texture
  113932. */
  113933. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113934. /**
  113935. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113936. * @param rootUrl the url of the texture
  113937. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113938. * @returns the fallback texture
  113939. */
  113940. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113941. /**
  113942. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113943. * @param data contains the texture data
  113944. * @param texture defines the BabylonJS internal texture
  113945. * @param createPolynomials will be true if polynomials have been requested
  113946. * @param onLoad defines the callback to trigger once the texture is ready
  113947. * @param onError defines the callback to trigger in case of error
  113948. */
  113949. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113950. /**
  113951. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113952. * @param data contains the texture data
  113953. * @param texture defines the BabylonJS internal texture
  113954. * @param callback defines the method to call once ready to upload
  113955. */
  113956. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113957. }
  113958. }
  113959. declare module BABYLON {
  113960. /**
  113961. * Options for the default xr helper
  113962. */
  113963. export class WebXRDefaultExperienceOptions {
  113964. /**
  113965. * Floor meshes that should be used for teleporting
  113966. */
  113967. floorMeshes: Array<AbstractMesh>;
  113968. }
  113969. /**
  113970. * Default experience which provides a similar setup to the previous webVRExperience
  113971. */
  113972. export class WebXRDefaultExperience {
  113973. /**
  113974. * Base experience
  113975. */
  113976. baseExperience: WebXRExperienceHelper;
  113977. /**
  113978. * Input experience extension
  113979. */
  113980. input: WebXRInput;
  113981. /**
  113982. * Loads the controller models
  113983. */
  113984. controllerModelLoader: WebXRControllerModelLoader;
  113985. /**
  113986. * Enables laser pointer and selection
  113987. */
  113988. pointerSelection: WebXRControllerPointerSelection;
  113989. /**
  113990. * Enables teleportation
  113991. */
  113992. teleportation: WebXRControllerTeleportation;
  113993. /**
  113994. * Enables ui for enetering/exiting xr
  113995. */
  113996. enterExitUI: WebXREnterExitUI;
  113997. /**
  113998. * Default output canvas xr should render to
  113999. */
  114000. outputCanvas: WebXRManagedOutputCanvas;
  114001. /**
  114002. * Creates the default xr experience
  114003. * @param scene scene
  114004. * @param options options for basic configuration
  114005. * @returns resulting WebXRDefaultExperience
  114006. */
  114007. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114008. private constructor();
  114009. /**
  114010. * DIsposes of the experience helper
  114011. */
  114012. dispose(): void;
  114013. }
  114014. }
  114015. declare module BABYLON {
  114016. /** @hidden */
  114017. export var _forceSceneHelpersToBundle: boolean;
  114018. interface Scene {
  114019. /**
  114020. * Creates a default light for the scene.
  114021. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  114022. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  114023. */
  114024. createDefaultLight(replace?: boolean): void;
  114025. /**
  114026. * Creates a default camera for the scene.
  114027. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  114028. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114029. * @param replace has default false, when true replaces the active camera in the scene
  114030. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  114031. */
  114032. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114033. /**
  114034. * Creates a default camera and a default light.
  114035. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  114036. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114037. * @param replace has the default false, when true replaces the active camera/light in the scene
  114038. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  114039. */
  114040. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114041. /**
  114042. * Creates a new sky box
  114043. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  114044. * @param environmentTexture defines the texture to use as environment texture
  114045. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  114046. * @param scale defines the overall scale of the skybox
  114047. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  114048. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  114049. * @returns a new mesh holding the sky box
  114050. */
  114051. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  114052. /**
  114053. * Creates a new environment
  114054. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  114055. * @param options defines the options you can use to configure the environment
  114056. * @returns the new EnvironmentHelper
  114057. */
  114058. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  114059. /**
  114060. * Creates a new VREXperienceHelper
  114061. * @see http://doc.babylonjs.com/how_to/webvr_helper
  114062. * @param webVROptions defines the options used to create the new VREXperienceHelper
  114063. * @returns a new VREXperienceHelper
  114064. */
  114065. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  114066. /**
  114067. * Creates a new WebXRDefaultExperience
  114068. * @see http://doc.babylonjs.com/how_to/webxr
  114069. * @param options experience options
  114070. * @returns a promise for a new WebXRDefaultExperience
  114071. */
  114072. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114073. }
  114074. }
  114075. declare module BABYLON {
  114076. /**
  114077. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  114078. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  114079. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  114080. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114081. */
  114082. export class VideoDome extends TransformNode {
  114083. /**
  114084. * Define the video source as a Monoscopic panoramic 360 video.
  114085. */
  114086. static readonly MODE_MONOSCOPIC: number;
  114087. /**
  114088. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114089. */
  114090. static readonly MODE_TOPBOTTOM: number;
  114091. /**
  114092. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114093. */
  114094. static readonly MODE_SIDEBYSIDE: number;
  114095. private _halfDome;
  114096. private _useDirectMapping;
  114097. /**
  114098. * The video texture being displayed on the sphere
  114099. */
  114100. protected _videoTexture: VideoTexture;
  114101. /**
  114102. * Gets the video texture being displayed on the sphere
  114103. */
  114104. readonly videoTexture: VideoTexture;
  114105. /**
  114106. * The skybox material
  114107. */
  114108. protected _material: BackgroundMaterial;
  114109. /**
  114110. * The surface used for the skybox
  114111. */
  114112. protected _mesh: Mesh;
  114113. /**
  114114. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  114115. */
  114116. private _halfDomeMask;
  114117. /**
  114118. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114119. * Also see the options.resolution property.
  114120. */
  114121. fovMultiplier: number;
  114122. private _videoMode;
  114123. /**
  114124. * Gets or set the current video mode for the video. It can be:
  114125. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  114126. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114127. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114128. */
  114129. videoMode: number;
  114130. /**
  114131. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  114132. *
  114133. */
  114134. /**
  114135. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  114136. */
  114137. halfDome: boolean;
  114138. /**
  114139. * Oberserver used in Stereoscopic VR Mode.
  114140. */
  114141. private _onBeforeCameraRenderObserver;
  114142. /**
  114143. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  114144. * @param name Element's name, child elements will append suffixes for their own names.
  114145. * @param urlsOrVideo defines the url(s) or the video element to use
  114146. * @param options An object containing optional or exposed sub element properties
  114147. */
  114148. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  114149. resolution?: number;
  114150. clickToPlay?: boolean;
  114151. autoPlay?: boolean;
  114152. loop?: boolean;
  114153. size?: number;
  114154. poster?: string;
  114155. faceForward?: boolean;
  114156. useDirectMapping?: boolean;
  114157. halfDomeMode?: boolean;
  114158. }, scene: Scene);
  114159. private _changeVideoMode;
  114160. /**
  114161. * Releases resources associated with this node.
  114162. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114163. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114164. */
  114165. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114166. }
  114167. }
  114168. declare module BABYLON {
  114169. /**
  114170. * This class can be used to get instrumentation data from a Babylon engine
  114171. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114172. */
  114173. export class EngineInstrumentation implements IDisposable {
  114174. /**
  114175. * Define the instrumented engine.
  114176. */
  114177. engine: Engine;
  114178. private _captureGPUFrameTime;
  114179. private _gpuFrameTimeToken;
  114180. private _gpuFrameTime;
  114181. private _captureShaderCompilationTime;
  114182. private _shaderCompilationTime;
  114183. private _onBeginFrameObserver;
  114184. private _onEndFrameObserver;
  114185. private _onBeforeShaderCompilationObserver;
  114186. private _onAfterShaderCompilationObserver;
  114187. /**
  114188. * Gets the perf counter used for GPU frame time
  114189. */
  114190. readonly gpuFrameTimeCounter: PerfCounter;
  114191. /**
  114192. * Gets the GPU frame time capture status
  114193. */
  114194. /**
  114195. * Enable or disable the GPU frame time capture
  114196. */
  114197. captureGPUFrameTime: boolean;
  114198. /**
  114199. * Gets the perf counter used for shader compilation time
  114200. */
  114201. readonly shaderCompilationTimeCounter: PerfCounter;
  114202. /**
  114203. * Gets the shader compilation time capture status
  114204. */
  114205. /**
  114206. * Enable or disable the shader compilation time capture
  114207. */
  114208. captureShaderCompilationTime: boolean;
  114209. /**
  114210. * Instantiates a new engine instrumentation.
  114211. * This class can be used to get instrumentation data from a Babylon engine
  114212. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114213. * @param engine Defines the engine to instrument
  114214. */
  114215. constructor(
  114216. /**
  114217. * Define the instrumented engine.
  114218. */
  114219. engine: Engine);
  114220. /**
  114221. * Dispose and release associated resources.
  114222. */
  114223. dispose(): void;
  114224. }
  114225. }
  114226. declare module BABYLON {
  114227. /**
  114228. * This class can be used to get instrumentation data from a Babylon engine
  114229. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114230. */
  114231. export class SceneInstrumentation implements IDisposable {
  114232. /**
  114233. * Defines the scene to instrument
  114234. */
  114235. scene: Scene;
  114236. private _captureActiveMeshesEvaluationTime;
  114237. private _activeMeshesEvaluationTime;
  114238. private _captureRenderTargetsRenderTime;
  114239. private _renderTargetsRenderTime;
  114240. private _captureFrameTime;
  114241. private _frameTime;
  114242. private _captureRenderTime;
  114243. private _renderTime;
  114244. private _captureInterFrameTime;
  114245. private _interFrameTime;
  114246. private _captureParticlesRenderTime;
  114247. private _particlesRenderTime;
  114248. private _captureSpritesRenderTime;
  114249. private _spritesRenderTime;
  114250. private _capturePhysicsTime;
  114251. private _physicsTime;
  114252. private _captureAnimationsTime;
  114253. private _animationsTime;
  114254. private _captureCameraRenderTime;
  114255. private _cameraRenderTime;
  114256. private _onBeforeActiveMeshesEvaluationObserver;
  114257. private _onAfterActiveMeshesEvaluationObserver;
  114258. private _onBeforeRenderTargetsRenderObserver;
  114259. private _onAfterRenderTargetsRenderObserver;
  114260. private _onAfterRenderObserver;
  114261. private _onBeforeDrawPhaseObserver;
  114262. private _onAfterDrawPhaseObserver;
  114263. private _onBeforeAnimationsObserver;
  114264. private _onBeforeParticlesRenderingObserver;
  114265. private _onAfterParticlesRenderingObserver;
  114266. private _onBeforeSpritesRenderingObserver;
  114267. private _onAfterSpritesRenderingObserver;
  114268. private _onBeforePhysicsObserver;
  114269. private _onAfterPhysicsObserver;
  114270. private _onAfterAnimationsObserver;
  114271. private _onBeforeCameraRenderObserver;
  114272. private _onAfterCameraRenderObserver;
  114273. /**
  114274. * Gets the perf counter used for active meshes evaluation time
  114275. */
  114276. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114277. /**
  114278. * Gets the active meshes evaluation time capture status
  114279. */
  114280. /**
  114281. * Enable or disable the active meshes evaluation time capture
  114282. */
  114283. captureActiveMeshesEvaluationTime: boolean;
  114284. /**
  114285. * Gets the perf counter used for render targets render time
  114286. */
  114287. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114288. /**
  114289. * Gets the render targets render time capture status
  114290. */
  114291. /**
  114292. * Enable or disable the render targets render time capture
  114293. */
  114294. captureRenderTargetsRenderTime: boolean;
  114295. /**
  114296. * Gets the perf counter used for particles render time
  114297. */
  114298. readonly particlesRenderTimeCounter: PerfCounter;
  114299. /**
  114300. * Gets the particles render time capture status
  114301. */
  114302. /**
  114303. * Enable or disable the particles render time capture
  114304. */
  114305. captureParticlesRenderTime: boolean;
  114306. /**
  114307. * Gets the perf counter used for sprites render time
  114308. */
  114309. readonly spritesRenderTimeCounter: PerfCounter;
  114310. /**
  114311. * Gets the sprites render time capture status
  114312. */
  114313. /**
  114314. * Enable or disable the sprites render time capture
  114315. */
  114316. captureSpritesRenderTime: boolean;
  114317. /**
  114318. * Gets the perf counter used for physics time
  114319. */
  114320. readonly physicsTimeCounter: PerfCounter;
  114321. /**
  114322. * Gets the physics time capture status
  114323. */
  114324. /**
  114325. * Enable or disable the physics time capture
  114326. */
  114327. capturePhysicsTime: boolean;
  114328. /**
  114329. * Gets the perf counter used for animations time
  114330. */
  114331. readonly animationsTimeCounter: PerfCounter;
  114332. /**
  114333. * Gets the animations time capture status
  114334. */
  114335. /**
  114336. * Enable or disable the animations time capture
  114337. */
  114338. captureAnimationsTime: boolean;
  114339. /**
  114340. * Gets the perf counter used for frame time capture
  114341. */
  114342. readonly frameTimeCounter: PerfCounter;
  114343. /**
  114344. * Gets the frame time capture status
  114345. */
  114346. /**
  114347. * Enable or disable the frame time capture
  114348. */
  114349. captureFrameTime: boolean;
  114350. /**
  114351. * Gets the perf counter used for inter-frames time capture
  114352. */
  114353. readonly interFrameTimeCounter: PerfCounter;
  114354. /**
  114355. * Gets the inter-frames time capture status
  114356. */
  114357. /**
  114358. * Enable or disable the inter-frames time capture
  114359. */
  114360. captureInterFrameTime: boolean;
  114361. /**
  114362. * Gets the perf counter used for render time capture
  114363. */
  114364. readonly renderTimeCounter: PerfCounter;
  114365. /**
  114366. * Gets the render time capture status
  114367. */
  114368. /**
  114369. * Enable or disable the render time capture
  114370. */
  114371. captureRenderTime: boolean;
  114372. /**
  114373. * Gets the perf counter used for camera render time capture
  114374. */
  114375. readonly cameraRenderTimeCounter: PerfCounter;
  114376. /**
  114377. * Gets the camera render time capture status
  114378. */
  114379. /**
  114380. * Enable or disable the camera render time capture
  114381. */
  114382. captureCameraRenderTime: boolean;
  114383. /**
  114384. * Gets the perf counter used for draw calls
  114385. */
  114386. readonly drawCallsCounter: PerfCounter;
  114387. /**
  114388. * Instantiates a new scene instrumentation.
  114389. * This class can be used to get instrumentation data from a Babylon engine
  114390. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114391. * @param scene Defines the scene to instrument
  114392. */
  114393. constructor(
  114394. /**
  114395. * Defines the scene to instrument
  114396. */
  114397. scene: Scene);
  114398. /**
  114399. * Dispose and release associated resources.
  114400. */
  114401. dispose(): void;
  114402. }
  114403. }
  114404. declare module BABYLON {
  114405. /** @hidden */
  114406. export var glowMapGenerationPixelShader: {
  114407. name: string;
  114408. shader: string;
  114409. };
  114410. }
  114411. declare module BABYLON {
  114412. /** @hidden */
  114413. export var glowMapGenerationVertexShader: {
  114414. name: string;
  114415. shader: string;
  114416. };
  114417. }
  114418. declare module BABYLON {
  114419. /**
  114420. * Effect layer options. This helps customizing the behaviour
  114421. * of the effect layer.
  114422. */
  114423. export interface IEffectLayerOptions {
  114424. /**
  114425. * Multiplication factor apply to the canvas size to compute the render target size
  114426. * used to generated the objects (the smaller the faster).
  114427. */
  114428. mainTextureRatio: number;
  114429. /**
  114430. * Enforces a fixed size texture to ensure effect stability across devices.
  114431. */
  114432. mainTextureFixedSize?: number;
  114433. /**
  114434. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114435. */
  114436. alphaBlendingMode: number;
  114437. /**
  114438. * The camera attached to the layer.
  114439. */
  114440. camera: Nullable<Camera>;
  114441. /**
  114442. * The rendering group to draw the layer in.
  114443. */
  114444. renderingGroupId: number;
  114445. }
  114446. /**
  114447. * The effect layer Helps adding post process effect blended with the main pass.
  114448. *
  114449. * This can be for instance use to generate glow or higlight effects on the scene.
  114450. *
  114451. * The effect layer class can not be used directly and is intented to inherited from to be
  114452. * customized per effects.
  114453. */
  114454. export abstract class EffectLayer {
  114455. private _vertexBuffers;
  114456. private _indexBuffer;
  114457. private _cachedDefines;
  114458. private _effectLayerMapGenerationEffect;
  114459. private _effectLayerOptions;
  114460. private _mergeEffect;
  114461. protected _scene: Scene;
  114462. protected _engine: Engine;
  114463. protected _maxSize: number;
  114464. protected _mainTextureDesiredSize: ISize;
  114465. protected _mainTexture: RenderTargetTexture;
  114466. protected _shouldRender: boolean;
  114467. protected _postProcesses: PostProcess[];
  114468. protected _textures: BaseTexture[];
  114469. protected _emissiveTextureAndColor: {
  114470. texture: Nullable<BaseTexture>;
  114471. color: Color4;
  114472. };
  114473. /**
  114474. * The name of the layer
  114475. */
  114476. name: string;
  114477. /**
  114478. * The clear color of the texture used to generate the glow map.
  114479. */
  114480. neutralColor: Color4;
  114481. /**
  114482. * Specifies wether the highlight layer is enabled or not.
  114483. */
  114484. isEnabled: boolean;
  114485. /**
  114486. * Gets the camera attached to the layer.
  114487. */
  114488. readonly camera: Nullable<Camera>;
  114489. /**
  114490. * Gets the rendering group id the layer should render in.
  114491. */
  114492. renderingGroupId: number;
  114493. /**
  114494. * An event triggered when the effect layer has been disposed.
  114495. */
  114496. onDisposeObservable: Observable<EffectLayer>;
  114497. /**
  114498. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114499. */
  114500. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114501. /**
  114502. * An event triggered when the generated texture is being merged in the scene.
  114503. */
  114504. onBeforeComposeObservable: Observable<EffectLayer>;
  114505. /**
  114506. * An event triggered when the generated texture has been merged in the scene.
  114507. */
  114508. onAfterComposeObservable: Observable<EffectLayer>;
  114509. /**
  114510. * An event triggered when the efffect layer changes its size.
  114511. */
  114512. onSizeChangedObservable: Observable<EffectLayer>;
  114513. /** @hidden */
  114514. static _SceneComponentInitialization: (scene: Scene) => void;
  114515. /**
  114516. * Instantiates a new effect Layer and references it in the scene.
  114517. * @param name The name of the layer
  114518. * @param scene The scene to use the layer in
  114519. */
  114520. constructor(
  114521. /** The Friendly of the effect in the scene */
  114522. name: string, scene: Scene);
  114523. /**
  114524. * Get the effect name of the layer.
  114525. * @return The effect name
  114526. */
  114527. abstract getEffectName(): string;
  114528. /**
  114529. * Checks for the readiness of the element composing the layer.
  114530. * @param subMesh the mesh to check for
  114531. * @param useInstances specify wether or not to use instances to render the mesh
  114532. * @return true if ready otherwise, false
  114533. */
  114534. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114535. /**
  114536. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114537. * @returns true if the effect requires stencil during the main canvas render pass.
  114538. */
  114539. abstract needStencil(): boolean;
  114540. /**
  114541. * Create the merge effect. This is the shader use to blit the information back
  114542. * to the main canvas at the end of the scene rendering.
  114543. * @returns The effect containing the shader used to merge the effect on the main canvas
  114544. */
  114545. protected abstract _createMergeEffect(): Effect;
  114546. /**
  114547. * Creates the render target textures and post processes used in the effect layer.
  114548. */
  114549. protected abstract _createTextureAndPostProcesses(): void;
  114550. /**
  114551. * Implementation specific of rendering the generating effect on the main canvas.
  114552. * @param effect The effect used to render through
  114553. */
  114554. protected abstract _internalRender(effect: Effect): void;
  114555. /**
  114556. * Sets the required values for both the emissive texture and and the main color.
  114557. */
  114558. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114559. /**
  114560. * Free any resources and references associated to a mesh.
  114561. * Internal use
  114562. * @param mesh The mesh to free.
  114563. */
  114564. abstract _disposeMesh(mesh: Mesh): void;
  114565. /**
  114566. * Serializes this layer (Glow or Highlight for example)
  114567. * @returns a serialized layer object
  114568. */
  114569. abstract serialize?(): any;
  114570. /**
  114571. * Initializes the effect layer with the required options.
  114572. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114573. */
  114574. protected _init(options: Partial<IEffectLayerOptions>): void;
  114575. /**
  114576. * Generates the index buffer of the full screen quad blending to the main canvas.
  114577. */
  114578. private _generateIndexBuffer;
  114579. /**
  114580. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114581. */
  114582. private _generateVertexBuffer;
  114583. /**
  114584. * Sets the main texture desired size which is the closest power of two
  114585. * of the engine canvas size.
  114586. */
  114587. private _setMainTextureSize;
  114588. /**
  114589. * Creates the main texture for the effect layer.
  114590. */
  114591. protected _createMainTexture(): void;
  114592. /**
  114593. * Adds specific effects defines.
  114594. * @param defines The defines to add specifics to.
  114595. */
  114596. protected _addCustomEffectDefines(defines: string[]): void;
  114597. /**
  114598. * Checks for the readiness of the element composing the layer.
  114599. * @param subMesh the mesh to check for
  114600. * @param useInstances specify wether or not to use instances to render the mesh
  114601. * @param emissiveTexture the associated emissive texture used to generate the glow
  114602. * @return true if ready otherwise, false
  114603. */
  114604. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114605. /**
  114606. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114607. */
  114608. render(): void;
  114609. /**
  114610. * Determine if a given mesh will be used in the current effect.
  114611. * @param mesh mesh to test
  114612. * @returns true if the mesh will be used
  114613. */
  114614. hasMesh(mesh: AbstractMesh): boolean;
  114615. /**
  114616. * Returns true if the layer contains information to display, otherwise false.
  114617. * @returns true if the glow layer should be rendered
  114618. */
  114619. shouldRender(): boolean;
  114620. /**
  114621. * Returns true if the mesh should render, otherwise false.
  114622. * @param mesh The mesh to render
  114623. * @returns true if it should render otherwise false
  114624. */
  114625. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114626. /**
  114627. * Returns true if the mesh can be rendered, otherwise false.
  114628. * @param mesh The mesh to render
  114629. * @param material The material used on the mesh
  114630. * @returns true if it can be rendered otherwise false
  114631. */
  114632. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114633. /**
  114634. * Returns true if the mesh should render, otherwise false.
  114635. * @param mesh The mesh to render
  114636. * @returns true if it should render otherwise false
  114637. */
  114638. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114639. /**
  114640. * Renders the submesh passed in parameter to the generation map.
  114641. */
  114642. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114643. /**
  114644. * Rebuild the required buffers.
  114645. * @hidden Internal use only.
  114646. */
  114647. _rebuild(): void;
  114648. /**
  114649. * Dispose only the render target textures and post process.
  114650. */
  114651. private _disposeTextureAndPostProcesses;
  114652. /**
  114653. * Dispose the highlight layer and free resources.
  114654. */
  114655. dispose(): void;
  114656. /**
  114657. * Gets the class name of the effect layer
  114658. * @returns the string with the class name of the effect layer
  114659. */
  114660. getClassName(): string;
  114661. /**
  114662. * Creates an effect layer from parsed effect layer data
  114663. * @param parsedEffectLayer defines effect layer data
  114664. * @param scene defines the current scene
  114665. * @param rootUrl defines the root URL containing the effect layer information
  114666. * @returns a parsed effect Layer
  114667. */
  114668. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114669. }
  114670. }
  114671. declare module BABYLON {
  114672. interface AbstractScene {
  114673. /**
  114674. * The list of effect layers (highlights/glow) added to the scene
  114675. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114676. * @see http://doc.babylonjs.com/how_to/glow_layer
  114677. */
  114678. effectLayers: Array<EffectLayer>;
  114679. /**
  114680. * Removes the given effect layer from this scene.
  114681. * @param toRemove defines the effect layer to remove
  114682. * @returns the index of the removed effect layer
  114683. */
  114684. removeEffectLayer(toRemove: EffectLayer): number;
  114685. /**
  114686. * Adds the given effect layer to this scene
  114687. * @param newEffectLayer defines the effect layer to add
  114688. */
  114689. addEffectLayer(newEffectLayer: EffectLayer): void;
  114690. }
  114691. /**
  114692. * Defines the layer scene component responsible to manage any effect layers
  114693. * in a given scene.
  114694. */
  114695. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114696. /**
  114697. * The component name helpfull to identify the component in the list of scene components.
  114698. */
  114699. readonly name: string;
  114700. /**
  114701. * The scene the component belongs to.
  114702. */
  114703. scene: Scene;
  114704. private _engine;
  114705. private _renderEffects;
  114706. private _needStencil;
  114707. private _previousStencilState;
  114708. /**
  114709. * Creates a new instance of the component for the given scene
  114710. * @param scene Defines the scene to register the component in
  114711. */
  114712. constructor(scene: Scene);
  114713. /**
  114714. * Registers the component in a given scene
  114715. */
  114716. register(): void;
  114717. /**
  114718. * Rebuilds the elements related to this component in case of
  114719. * context lost for instance.
  114720. */
  114721. rebuild(): void;
  114722. /**
  114723. * Serializes the component data to the specified json object
  114724. * @param serializationObject The object to serialize to
  114725. */
  114726. serialize(serializationObject: any): void;
  114727. /**
  114728. * Adds all the elements from the container to the scene
  114729. * @param container the container holding the elements
  114730. */
  114731. addFromContainer(container: AbstractScene): void;
  114732. /**
  114733. * Removes all the elements in the container from the scene
  114734. * @param container contains the elements to remove
  114735. * @param dispose if the removed element should be disposed (default: false)
  114736. */
  114737. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114738. /**
  114739. * Disposes the component and the associated ressources.
  114740. */
  114741. dispose(): void;
  114742. private _isReadyForMesh;
  114743. private _renderMainTexture;
  114744. private _setStencil;
  114745. private _setStencilBack;
  114746. private _draw;
  114747. private _drawCamera;
  114748. private _drawRenderingGroup;
  114749. }
  114750. }
  114751. declare module BABYLON {
  114752. /** @hidden */
  114753. export var glowMapMergePixelShader: {
  114754. name: string;
  114755. shader: string;
  114756. };
  114757. }
  114758. declare module BABYLON {
  114759. /** @hidden */
  114760. export var glowMapMergeVertexShader: {
  114761. name: string;
  114762. shader: string;
  114763. };
  114764. }
  114765. declare module BABYLON {
  114766. interface AbstractScene {
  114767. /**
  114768. * Return a the first highlight layer of the scene with a given name.
  114769. * @param name The name of the highlight layer to look for.
  114770. * @return The highlight layer if found otherwise null.
  114771. */
  114772. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114773. }
  114774. /**
  114775. * Glow layer options. This helps customizing the behaviour
  114776. * of the glow layer.
  114777. */
  114778. export interface IGlowLayerOptions {
  114779. /**
  114780. * Multiplication factor apply to the canvas size to compute the render target size
  114781. * used to generated the glowing objects (the smaller the faster).
  114782. */
  114783. mainTextureRatio: number;
  114784. /**
  114785. * Enforces a fixed size texture to ensure resize independant blur.
  114786. */
  114787. mainTextureFixedSize?: number;
  114788. /**
  114789. * How big is the kernel of the blur texture.
  114790. */
  114791. blurKernelSize: number;
  114792. /**
  114793. * The camera attached to the layer.
  114794. */
  114795. camera: Nullable<Camera>;
  114796. /**
  114797. * Enable MSAA by chosing the number of samples.
  114798. */
  114799. mainTextureSamples?: number;
  114800. /**
  114801. * The rendering group to draw the layer in.
  114802. */
  114803. renderingGroupId: number;
  114804. }
  114805. /**
  114806. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114807. *
  114808. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114809. * glowy meshes to your scene.
  114810. *
  114811. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114812. */
  114813. export class GlowLayer extends EffectLayer {
  114814. /**
  114815. * Effect Name of the layer.
  114816. */
  114817. static readonly EffectName: string;
  114818. /**
  114819. * The default blur kernel size used for the glow.
  114820. */
  114821. static DefaultBlurKernelSize: number;
  114822. /**
  114823. * The default texture size ratio used for the glow.
  114824. */
  114825. static DefaultTextureRatio: number;
  114826. /**
  114827. * Sets the kernel size of the blur.
  114828. */
  114829. /**
  114830. * Gets the kernel size of the blur.
  114831. */
  114832. blurKernelSize: number;
  114833. /**
  114834. * Sets the glow intensity.
  114835. */
  114836. /**
  114837. * Gets the glow intensity.
  114838. */
  114839. intensity: number;
  114840. private _options;
  114841. private _intensity;
  114842. private _horizontalBlurPostprocess1;
  114843. private _verticalBlurPostprocess1;
  114844. private _horizontalBlurPostprocess2;
  114845. private _verticalBlurPostprocess2;
  114846. private _blurTexture1;
  114847. private _blurTexture2;
  114848. private _postProcesses1;
  114849. private _postProcesses2;
  114850. private _includedOnlyMeshes;
  114851. private _excludedMeshes;
  114852. /**
  114853. * Callback used to let the user override the color selection on a per mesh basis
  114854. */
  114855. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114856. /**
  114857. * Callback used to let the user override the texture selection on a per mesh basis
  114858. */
  114859. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114860. /**
  114861. * Instantiates a new glow Layer and references it to the scene.
  114862. * @param name The name of the layer
  114863. * @param scene The scene to use the layer in
  114864. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114865. */
  114866. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114867. /**
  114868. * Get the effect name of the layer.
  114869. * @return The effect name
  114870. */
  114871. getEffectName(): string;
  114872. /**
  114873. * Create the merge effect. This is the shader use to blit the information back
  114874. * to the main canvas at the end of the scene rendering.
  114875. */
  114876. protected _createMergeEffect(): Effect;
  114877. /**
  114878. * Creates the render target textures and post processes used in the glow layer.
  114879. */
  114880. protected _createTextureAndPostProcesses(): void;
  114881. /**
  114882. * Checks for the readiness of the element composing the layer.
  114883. * @param subMesh the mesh to check for
  114884. * @param useInstances specify wether or not to use instances to render the mesh
  114885. * @param emissiveTexture the associated emissive texture used to generate the glow
  114886. * @return true if ready otherwise, false
  114887. */
  114888. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114889. /**
  114890. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114891. */
  114892. needStencil(): boolean;
  114893. /**
  114894. * Returns true if the mesh can be rendered, otherwise false.
  114895. * @param mesh The mesh to render
  114896. * @param material The material used on the mesh
  114897. * @returns true if it can be rendered otherwise false
  114898. */
  114899. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114900. /**
  114901. * Implementation specific of rendering the generating effect on the main canvas.
  114902. * @param effect The effect used to render through
  114903. */
  114904. protected _internalRender(effect: Effect): void;
  114905. /**
  114906. * Sets the required values for both the emissive texture and and the main color.
  114907. */
  114908. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114909. /**
  114910. * Returns true if the mesh should render, otherwise false.
  114911. * @param mesh The mesh to render
  114912. * @returns true if it should render otherwise false
  114913. */
  114914. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114915. /**
  114916. * Adds specific effects defines.
  114917. * @param defines The defines to add specifics to.
  114918. */
  114919. protected _addCustomEffectDefines(defines: string[]): void;
  114920. /**
  114921. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114922. * @param mesh The mesh to exclude from the glow layer
  114923. */
  114924. addExcludedMesh(mesh: Mesh): void;
  114925. /**
  114926. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114927. * @param mesh The mesh to remove
  114928. */
  114929. removeExcludedMesh(mesh: Mesh): void;
  114930. /**
  114931. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114932. * @param mesh The mesh to include in the glow layer
  114933. */
  114934. addIncludedOnlyMesh(mesh: Mesh): void;
  114935. /**
  114936. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114937. * @param mesh The mesh to remove
  114938. */
  114939. removeIncludedOnlyMesh(mesh: Mesh): void;
  114940. /**
  114941. * Determine if a given mesh will be used in the glow layer
  114942. * @param mesh The mesh to test
  114943. * @returns true if the mesh will be highlighted by the current glow layer
  114944. */
  114945. hasMesh(mesh: AbstractMesh): boolean;
  114946. /**
  114947. * Free any resources and references associated to a mesh.
  114948. * Internal use
  114949. * @param mesh The mesh to free.
  114950. * @hidden
  114951. */
  114952. _disposeMesh(mesh: Mesh): void;
  114953. /**
  114954. * Gets the class name of the effect layer
  114955. * @returns the string with the class name of the effect layer
  114956. */
  114957. getClassName(): string;
  114958. /**
  114959. * Serializes this glow layer
  114960. * @returns a serialized glow layer object
  114961. */
  114962. serialize(): any;
  114963. /**
  114964. * Creates a Glow Layer from parsed glow layer data
  114965. * @param parsedGlowLayer defines glow layer data
  114966. * @param scene defines the current scene
  114967. * @param rootUrl defines the root URL containing the glow layer information
  114968. * @returns a parsed Glow Layer
  114969. */
  114970. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114971. }
  114972. }
  114973. declare module BABYLON {
  114974. /** @hidden */
  114975. export var glowBlurPostProcessPixelShader: {
  114976. name: string;
  114977. shader: string;
  114978. };
  114979. }
  114980. declare module BABYLON {
  114981. interface AbstractScene {
  114982. /**
  114983. * Return a the first highlight layer of the scene with a given name.
  114984. * @param name The name of the highlight layer to look for.
  114985. * @return The highlight layer if found otherwise null.
  114986. */
  114987. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114988. }
  114989. /**
  114990. * Highlight layer options. This helps customizing the behaviour
  114991. * of the highlight layer.
  114992. */
  114993. export interface IHighlightLayerOptions {
  114994. /**
  114995. * Multiplication factor apply to the canvas size to compute the render target size
  114996. * used to generated the glowing objects (the smaller the faster).
  114997. */
  114998. mainTextureRatio: number;
  114999. /**
  115000. * Enforces a fixed size texture to ensure resize independant blur.
  115001. */
  115002. mainTextureFixedSize?: number;
  115003. /**
  115004. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  115005. * of the picture to blur (the smaller the faster).
  115006. */
  115007. blurTextureSizeRatio: number;
  115008. /**
  115009. * How big in texel of the blur texture is the vertical blur.
  115010. */
  115011. blurVerticalSize: number;
  115012. /**
  115013. * How big in texel of the blur texture is the horizontal blur.
  115014. */
  115015. blurHorizontalSize: number;
  115016. /**
  115017. * Alpha blending mode used to apply the blur. Default is combine.
  115018. */
  115019. alphaBlendingMode: number;
  115020. /**
  115021. * The camera attached to the layer.
  115022. */
  115023. camera: Nullable<Camera>;
  115024. /**
  115025. * Should we display highlight as a solid stroke?
  115026. */
  115027. isStroke?: boolean;
  115028. /**
  115029. * The rendering group to draw the layer in.
  115030. */
  115031. renderingGroupId: number;
  115032. }
  115033. /**
  115034. * The highlight layer Helps adding a glow effect around a mesh.
  115035. *
  115036. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  115037. * glowy meshes to your scene.
  115038. *
  115039. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  115040. */
  115041. export class HighlightLayer extends EffectLayer {
  115042. name: string;
  115043. /**
  115044. * Effect Name of the highlight layer.
  115045. */
  115046. static readonly EffectName: string;
  115047. /**
  115048. * The neutral color used during the preparation of the glow effect.
  115049. * This is black by default as the blend operation is a blend operation.
  115050. */
  115051. static NeutralColor: Color4;
  115052. /**
  115053. * Stencil value used for glowing meshes.
  115054. */
  115055. static GlowingMeshStencilReference: number;
  115056. /**
  115057. * Stencil value used for the other meshes in the scene.
  115058. */
  115059. static NormalMeshStencilReference: number;
  115060. /**
  115061. * Specifies whether or not the inner glow is ACTIVE in the layer.
  115062. */
  115063. innerGlow: boolean;
  115064. /**
  115065. * Specifies whether or not the outer glow is ACTIVE in the layer.
  115066. */
  115067. outerGlow: boolean;
  115068. /**
  115069. * Specifies the horizontal size of the blur.
  115070. */
  115071. /**
  115072. * Gets the horizontal size of the blur.
  115073. */
  115074. blurHorizontalSize: number;
  115075. /**
  115076. * Specifies the vertical size of the blur.
  115077. */
  115078. /**
  115079. * Gets the vertical size of the blur.
  115080. */
  115081. blurVerticalSize: number;
  115082. /**
  115083. * An event triggered when the highlight layer is being blurred.
  115084. */
  115085. onBeforeBlurObservable: Observable<HighlightLayer>;
  115086. /**
  115087. * An event triggered when the highlight layer has been blurred.
  115088. */
  115089. onAfterBlurObservable: Observable<HighlightLayer>;
  115090. private _instanceGlowingMeshStencilReference;
  115091. private _options;
  115092. private _downSamplePostprocess;
  115093. private _horizontalBlurPostprocess;
  115094. private _verticalBlurPostprocess;
  115095. private _blurTexture;
  115096. private _meshes;
  115097. private _excludedMeshes;
  115098. /**
  115099. * Instantiates a new highlight Layer and references it to the scene..
  115100. * @param name The name of the layer
  115101. * @param scene The scene to use the layer in
  115102. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  115103. */
  115104. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  115105. /**
  115106. * Get the effect name of the layer.
  115107. * @return The effect name
  115108. */
  115109. getEffectName(): string;
  115110. /**
  115111. * Create the merge effect. This is the shader use to blit the information back
  115112. * to the main canvas at the end of the scene rendering.
  115113. */
  115114. protected _createMergeEffect(): Effect;
  115115. /**
  115116. * Creates the render target textures and post processes used in the highlight layer.
  115117. */
  115118. protected _createTextureAndPostProcesses(): void;
  115119. /**
  115120. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  115121. */
  115122. needStencil(): boolean;
  115123. /**
  115124. * Checks for the readiness of the element composing the layer.
  115125. * @param subMesh the mesh to check for
  115126. * @param useInstances specify wether or not to use instances to render the mesh
  115127. * @param emissiveTexture the associated emissive texture used to generate the glow
  115128. * @return true if ready otherwise, false
  115129. */
  115130. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  115131. /**
  115132. * Implementation specific of rendering the generating effect on the main canvas.
  115133. * @param effect The effect used to render through
  115134. */
  115135. protected _internalRender(effect: Effect): void;
  115136. /**
  115137. * Returns true if the layer contains information to display, otherwise false.
  115138. */
  115139. shouldRender(): boolean;
  115140. /**
  115141. * Returns true if the mesh should render, otherwise false.
  115142. * @param mesh The mesh to render
  115143. * @returns true if it should render otherwise false
  115144. */
  115145. protected _shouldRenderMesh(mesh: Mesh): boolean;
  115146. /**
  115147. * Sets the required values for both the emissive texture and and the main color.
  115148. */
  115149. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  115150. /**
  115151. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  115152. * @param mesh The mesh to exclude from the highlight layer
  115153. */
  115154. addExcludedMesh(mesh: Mesh): void;
  115155. /**
  115156. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  115157. * @param mesh The mesh to highlight
  115158. */
  115159. removeExcludedMesh(mesh: Mesh): void;
  115160. /**
  115161. * Determine if a given mesh will be highlighted by the current HighlightLayer
  115162. * @param mesh mesh to test
  115163. * @returns true if the mesh will be highlighted by the current HighlightLayer
  115164. */
  115165. hasMesh(mesh: AbstractMesh): boolean;
  115166. /**
  115167. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  115168. * @param mesh The mesh to highlight
  115169. * @param color The color of the highlight
  115170. * @param glowEmissiveOnly Extract the glow from the emissive texture
  115171. */
  115172. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  115173. /**
  115174. * Remove a mesh from the highlight layer in order to make it stop glowing.
  115175. * @param mesh The mesh to highlight
  115176. */
  115177. removeMesh(mesh: Mesh): void;
  115178. /**
  115179. * Force the stencil to the normal expected value for none glowing parts
  115180. */
  115181. private _defaultStencilReference;
  115182. /**
  115183. * Free any resources and references associated to a mesh.
  115184. * Internal use
  115185. * @param mesh The mesh to free.
  115186. * @hidden
  115187. */
  115188. _disposeMesh(mesh: Mesh): void;
  115189. /**
  115190. * Dispose the highlight layer and free resources.
  115191. */
  115192. dispose(): void;
  115193. /**
  115194. * Gets the class name of the effect layer
  115195. * @returns the string with the class name of the effect layer
  115196. */
  115197. getClassName(): string;
  115198. /**
  115199. * Serializes this Highlight layer
  115200. * @returns a serialized Highlight layer object
  115201. */
  115202. serialize(): any;
  115203. /**
  115204. * Creates a Highlight layer from parsed Highlight layer data
  115205. * @param parsedHightlightLayer defines the Highlight layer data
  115206. * @param scene defines the current scene
  115207. * @param rootUrl defines the root URL containing the Highlight layer information
  115208. * @returns a parsed Highlight layer
  115209. */
  115210. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115211. }
  115212. }
  115213. declare module BABYLON {
  115214. interface AbstractScene {
  115215. /**
  115216. * The list of layers (background and foreground) of the scene
  115217. */
  115218. layers: Array<Layer>;
  115219. }
  115220. /**
  115221. * Defines the layer scene component responsible to manage any layers
  115222. * in a given scene.
  115223. */
  115224. export class LayerSceneComponent implements ISceneComponent {
  115225. /**
  115226. * The component name helpfull to identify the component in the list of scene components.
  115227. */
  115228. readonly name: string;
  115229. /**
  115230. * The scene the component belongs to.
  115231. */
  115232. scene: Scene;
  115233. private _engine;
  115234. /**
  115235. * Creates a new instance of the component for the given scene
  115236. * @param scene Defines the scene to register the component in
  115237. */
  115238. constructor(scene: Scene);
  115239. /**
  115240. * Registers the component in a given scene
  115241. */
  115242. register(): void;
  115243. /**
  115244. * Rebuilds the elements related to this component in case of
  115245. * context lost for instance.
  115246. */
  115247. rebuild(): void;
  115248. /**
  115249. * Disposes the component and the associated ressources.
  115250. */
  115251. dispose(): void;
  115252. private _draw;
  115253. private _drawCameraPredicate;
  115254. private _drawCameraBackground;
  115255. private _drawCameraForeground;
  115256. private _drawRenderTargetPredicate;
  115257. private _drawRenderTargetBackground;
  115258. private _drawRenderTargetForeground;
  115259. /**
  115260. * Adds all the elements from the container to the scene
  115261. * @param container the container holding the elements
  115262. */
  115263. addFromContainer(container: AbstractScene): void;
  115264. /**
  115265. * Removes all the elements in the container from the scene
  115266. * @param container contains the elements to remove
  115267. * @param dispose if the removed element should be disposed (default: false)
  115268. */
  115269. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115270. }
  115271. }
  115272. declare module BABYLON {
  115273. /** @hidden */
  115274. export var layerPixelShader: {
  115275. name: string;
  115276. shader: string;
  115277. };
  115278. }
  115279. declare module BABYLON {
  115280. /** @hidden */
  115281. export var layerVertexShader: {
  115282. name: string;
  115283. shader: string;
  115284. };
  115285. }
  115286. declare module BABYLON {
  115287. /**
  115288. * This represents a full screen 2d layer.
  115289. * This can be useful to display a picture in the background of your scene for instance.
  115290. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115291. */
  115292. export class Layer {
  115293. /**
  115294. * Define the name of the layer.
  115295. */
  115296. name: string;
  115297. /**
  115298. * Define the texture the layer should display.
  115299. */
  115300. texture: Nullable<Texture>;
  115301. /**
  115302. * Is the layer in background or foreground.
  115303. */
  115304. isBackground: boolean;
  115305. /**
  115306. * Define the color of the layer (instead of texture).
  115307. */
  115308. color: Color4;
  115309. /**
  115310. * Define the scale of the layer in order to zoom in out of the texture.
  115311. */
  115312. scale: Vector2;
  115313. /**
  115314. * Define an offset for the layer in order to shift the texture.
  115315. */
  115316. offset: Vector2;
  115317. /**
  115318. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115319. */
  115320. alphaBlendingMode: number;
  115321. /**
  115322. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115323. * Alpha test will not mix with the background color in case of transparency.
  115324. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115325. */
  115326. alphaTest: boolean;
  115327. /**
  115328. * Define a mask to restrict the layer to only some of the scene cameras.
  115329. */
  115330. layerMask: number;
  115331. /**
  115332. * Define the list of render target the layer is visible into.
  115333. */
  115334. renderTargetTextures: RenderTargetTexture[];
  115335. /**
  115336. * Define if the layer is only used in renderTarget or if it also
  115337. * renders in the main frame buffer of the canvas.
  115338. */
  115339. renderOnlyInRenderTargetTextures: boolean;
  115340. private _scene;
  115341. private _vertexBuffers;
  115342. private _indexBuffer;
  115343. private _effect;
  115344. private _alphaTestEffect;
  115345. /**
  115346. * An event triggered when the layer is disposed.
  115347. */
  115348. onDisposeObservable: Observable<Layer>;
  115349. private _onDisposeObserver;
  115350. /**
  115351. * Back compatibility with callback before the onDisposeObservable existed.
  115352. * The set callback will be triggered when the layer has been disposed.
  115353. */
  115354. onDispose: () => void;
  115355. /**
  115356. * An event triggered before rendering the scene
  115357. */
  115358. onBeforeRenderObservable: Observable<Layer>;
  115359. private _onBeforeRenderObserver;
  115360. /**
  115361. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115362. * The set callback will be triggered just before rendering the layer.
  115363. */
  115364. onBeforeRender: () => void;
  115365. /**
  115366. * An event triggered after rendering the scene
  115367. */
  115368. onAfterRenderObservable: Observable<Layer>;
  115369. private _onAfterRenderObserver;
  115370. /**
  115371. * Back compatibility with callback before the onAfterRenderObservable existed.
  115372. * The set callback will be triggered just after rendering the layer.
  115373. */
  115374. onAfterRender: () => void;
  115375. /**
  115376. * Instantiates a new layer.
  115377. * This represents a full screen 2d layer.
  115378. * This can be useful to display a picture in the background of your scene for instance.
  115379. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115380. * @param name Define the name of the layer in the scene
  115381. * @param imgUrl Define the url of the texture to display in the layer
  115382. * @param scene Define the scene the layer belongs to
  115383. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115384. * @param color Defines a color for the layer
  115385. */
  115386. constructor(
  115387. /**
  115388. * Define the name of the layer.
  115389. */
  115390. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115391. private _createIndexBuffer;
  115392. /** @hidden */
  115393. _rebuild(): void;
  115394. /**
  115395. * Renders the layer in the scene.
  115396. */
  115397. render(): void;
  115398. /**
  115399. * Disposes and releases the associated ressources.
  115400. */
  115401. dispose(): void;
  115402. }
  115403. }
  115404. declare module BABYLON {
  115405. /** @hidden */
  115406. export var lensFlarePixelShader: {
  115407. name: string;
  115408. shader: string;
  115409. };
  115410. }
  115411. declare module BABYLON {
  115412. /** @hidden */
  115413. export var lensFlareVertexShader: {
  115414. name: string;
  115415. shader: string;
  115416. };
  115417. }
  115418. declare module BABYLON {
  115419. /**
  115420. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115421. * It is usually composed of several `lensFlare`.
  115422. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115423. */
  115424. export class LensFlareSystem {
  115425. /**
  115426. * Define the name of the lens flare system
  115427. */
  115428. name: string;
  115429. /**
  115430. * List of lens flares used in this system.
  115431. */
  115432. lensFlares: LensFlare[];
  115433. /**
  115434. * Define a limit from the border the lens flare can be visible.
  115435. */
  115436. borderLimit: number;
  115437. /**
  115438. * Define a viewport border we do not want to see the lens flare in.
  115439. */
  115440. viewportBorder: number;
  115441. /**
  115442. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115443. */
  115444. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115445. /**
  115446. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115447. */
  115448. layerMask: number;
  115449. /**
  115450. * Define the id of the lens flare system in the scene.
  115451. * (equal to name by default)
  115452. */
  115453. id: string;
  115454. private _scene;
  115455. private _emitter;
  115456. private _vertexBuffers;
  115457. private _indexBuffer;
  115458. private _effect;
  115459. private _positionX;
  115460. private _positionY;
  115461. private _isEnabled;
  115462. /** @hidden */
  115463. static _SceneComponentInitialization: (scene: Scene) => void;
  115464. /**
  115465. * Instantiates a lens flare system.
  115466. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115467. * It is usually composed of several `lensFlare`.
  115468. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115469. * @param name Define the name of the lens flare system in the scene
  115470. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115471. * @param scene Define the scene the lens flare system belongs to
  115472. */
  115473. constructor(
  115474. /**
  115475. * Define the name of the lens flare system
  115476. */
  115477. name: string, emitter: any, scene: Scene);
  115478. /**
  115479. * Define if the lens flare system is enabled.
  115480. */
  115481. isEnabled: boolean;
  115482. /**
  115483. * Get the scene the effects belongs to.
  115484. * @returns the scene holding the lens flare system
  115485. */
  115486. getScene(): Scene;
  115487. /**
  115488. * Get the emitter of the lens flare system.
  115489. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115490. * @returns the emitter of the lens flare system
  115491. */
  115492. getEmitter(): any;
  115493. /**
  115494. * Set the emitter of the lens flare system.
  115495. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115496. * @param newEmitter Define the new emitter of the system
  115497. */
  115498. setEmitter(newEmitter: any): void;
  115499. /**
  115500. * Get the lens flare system emitter position.
  115501. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115502. * @returns the position
  115503. */
  115504. getEmitterPosition(): Vector3;
  115505. /**
  115506. * @hidden
  115507. */
  115508. computeEffectivePosition(globalViewport: Viewport): boolean;
  115509. /** @hidden */
  115510. _isVisible(): boolean;
  115511. /**
  115512. * @hidden
  115513. */
  115514. render(): boolean;
  115515. /**
  115516. * Dispose and release the lens flare with its associated resources.
  115517. */
  115518. dispose(): void;
  115519. /**
  115520. * Parse a lens flare system from a JSON repressentation
  115521. * @param parsedLensFlareSystem Define the JSON to parse
  115522. * @param scene Define the scene the parsed system should be instantiated in
  115523. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115524. * @returns the parsed system
  115525. */
  115526. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115527. /**
  115528. * Serialize the current Lens Flare System into a JSON representation.
  115529. * @returns the serialized JSON
  115530. */
  115531. serialize(): any;
  115532. }
  115533. }
  115534. declare module BABYLON {
  115535. /**
  115536. * This represents one of the lens effect in a `lensFlareSystem`.
  115537. * It controls one of the indiviual texture used in the effect.
  115538. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115539. */
  115540. export class LensFlare {
  115541. /**
  115542. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115543. */
  115544. size: number;
  115545. /**
  115546. * 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.
  115547. */
  115548. position: number;
  115549. /**
  115550. * Define the lens color.
  115551. */
  115552. color: Color3;
  115553. /**
  115554. * Define the lens texture.
  115555. */
  115556. texture: Nullable<Texture>;
  115557. /**
  115558. * Define the alpha mode to render this particular lens.
  115559. */
  115560. alphaMode: number;
  115561. private _system;
  115562. /**
  115563. * Creates a new Lens Flare.
  115564. * This represents one of the lens effect in a `lensFlareSystem`.
  115565. * It controls one of the indiviual texture used in the effect.
  115566. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115567. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115568. * @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.
  115569. * @param color Define the lens color
  115570. * @param imgUrl Define the lens texture url
  115571. * @param system Define the `lensFlareSystem` this flare is part of
  115572. * @returns The newly created Lens Flare
  115573. */
  115574. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115575. /**
  115576. * Instantiates a new Lens Flare.
  115577. * This represents one of the lens effect in a `lensFlareSystem`.
  115578. * It controls one of the indiviual texture used in the effect.
  115579. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115580. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115581. * @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.
  115582. * @param color Define the lens color
  115583. * @param imgUrl Define the lens texture url
  115584. * @param system Define the `lensFlareSystem` this flare is part of
  115585. */
  115586. constructor(
  115587. /**
  115588. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115589. */
  115590. size: number,
  115591. /**
  115592. * 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.
  115593. */
  115594. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115595. /**
  115596. * Dispose and release the lens flare with its associated resources.
  115597. */
  115598. dispose(): void;
  115599. }
  115600. }
  115601. declare module BABYLON {
  115602. interface AbstractScene {
  115603. /**
  115604. * The list of lens flare system added to the scene
  115605. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115606. */
  115607. lensFlareSystems: Array<LensFlareSystem>;
  115608. /**
  115609. * Removes the given lens flare system from this scene.
  115610. * @param toRemove The lens flare system to remove
  115611. * @returns The index of the removed lens flare system
  115612. */
  115613. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115614. /**
  115615. * Adds the given lens flare system to this scene
  115616. * @param newLensFlareSystem The lens flare system to add
  115617. */
  115618. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115619. /**
  115620. * Gets a lens flare system using its name
  115621. * @param name defines the name to look for
  115622. * @returns the lens flare system or null if not found
  115623. */
  115624. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115625. /**
  115626. * Gets a lens flare system using its id
  115627. * @param id defines the id to look for
  115628. * @returns the lens flare system or null if not found
  115629. */
  115630. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115631. }
  115632. /**
  115633. * Defines the lens flare scene component responsible to manage any lens flares
  115634. * in a given scene.
  115635. */
  115636. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115637. /**
  115638. * The component name helpfull to identify the component in the list of scene components.
  115639. */
  115640. readonly name: string;
  115641. /**
  115642. * The scene the component belongs to.
  115643. */
  115644. scene: Scene;
  115645. /**
  115646. * Creates a new instance of the component for the given scene
  115647. * @param scene Defines the scene to register the component in
  115648. */
  115649. constructor(scene: Scene);
  115650. /**
  115651. * Registers the component in a given scene
  115652. */
  115653. register(): void;
  115654. /**
  115655. * Rebuilds the elements related to this component in case of
  115656. * context lost for instance.
  115657. */
  115658. rebuild(): void;
  115659. /**
  115660. * Adds all the elements from the container to the scene
  115661. * @param container the container holding the elements
  115662. */
  115663. addFromContainer(container: AbstractScene): void;
  115664. /**
  115665. * Removes all the elements in the container from the scene
  115666. * @param container contains the elements to remove
  115667. * @param dispose if the removed element should be disposed (default: false)
  115668. */
  115669. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115670. /**
  115671. * Serializes the component data to the specified json object
  115672. * @param serializationObject The object to serialize to
  115673. */
  115674. serialize(serializationObject: any): void;
  115675. /**
  115676. * Disposes the component and the associated ressources.
  115677. */
  115678. dispose(): void;
  115679. private _draw;
  115680. }
  115681. }
  115682. declare module BABYLON {
  115683. /**
  115684. * Defines the shadow generator component responsible to manage any shadow generators
  115685. * in a given scene.
  115686. */
  115687. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115688. /**
  115689. * The component name helpfull to identify the component in the list of scene components.
  115690. */
  115691. readonly name: string;
  115692. /**
  115693. * The scene the component belongs to.
  115694. */
  115695. scene: Scene;
  115696. /**
  115697. * Creates a new instance of the component for the given scene
  115698. * @param scene Defines the scene to register the component in
  115699. */
  115700. constructor(scene: Scene);
  115701. /**
  115702. * Registers the component in a given scene
  115703. */
  115704. register(): void;
  115705. /**
  115706. * Rebuilds the elements related to this component in case of
  115707. * context lost for instance.
  115708. */
  115709. rebuild(): void;
  115710. /**
  115711. * Serializes the component data to the specified json object
  115712. * @param serializationObject The object to serialize to
  115713. */
  115714. serialize(serializationObject: any): void;
  115715. /**
  115716. * Adds all the elements from the container to the scene
  115717. * @param container the container holding the elements
  115718. */
  115719. addFromContainer(container: AbstractScene): void;
  115720. /**
  115721. * Removes all the elements in the container from the scene
  115722. * @param container contains the elements to remove
  115723. * @param dispose if the removed element should be disposed (default: false)
  115724. */
  115725. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115726. /**
  115727. * Rebuilds the elements related to this component in case of
  115728. * context lost for instance.
  115729. */
  115730. dispose(): void;
  115731. private _gatherRenderTargets;
  115732. }
  115733. }
  115734. declare module BABYLON {
  115735. /**
  115736. * A point light is a light defined by an unique point in world space.
  115737. * The light is emitted in every direction from this point.
  115738. * A good example of a point light is a standard light bulb.
  115739. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115740. */
  115741. export class PointLight extends ShadowLight {
  115742. private _shadowAngle;
  115743. /**
  115744. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115745. * This specifies what angle the shadow will use to be created.
  115746. *
  115747. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115748. */
  115749. /**
  115750. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115751. * This specifies what angle the shadow will use to be created.
  115752. *
  115753. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115754. */
  115755. shadowAngle: number;
  115756. /**
  115757. * Gets the direction if it has been set.
  115758. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115759. */
  115760. /**
  115761. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115762. */
  115763. direction: Vector3;
  115764. /**
  115765. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115766. * A PointLight emits the light in every direction.
  115767. * It can cast shadows.
  115768. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115769. * ```javascript
  115770. * var pointLight = new PointLight("pl", camera.position, scene);
  115771. * ```
  115772. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115773. * @param name The light friendly name
  115774. * @param position The position of the point light in the scene
  115775. * @param scene The scene the lights belongs to
  115776. */
  115777. constructor(name: string, position: Vector3, scene: Scene);
  115778. /**
  115779. * Returns the string "PointLight"
  115780. * @returns the class name
  115781. */
  115782. getClassName(): string;
  115783. /**
  115784. * Returns the integer 0.
  115785. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115786. */
  115787. getTypeID(): number;
  115788. /**
  115789. * Specifies wether or not the shadowmap should be a cube texture.
  115790. * @returns true if the shadowmap needs to be a cube texture.
  115791. */
  115792. needCube(): boolean;
  115793. /**
  115794. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115795. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115796. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115797. */
  115798. getShadowDirection(faceIndex?: number): Vector3;
  115799. /**
  115800. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115801. * - fov = PI / 2
  115802. * - aspect ratio : 1.0
  115803. * - z-near and far equal to the active camera minZ and maxZ.
  115804. * Returns the PointLight.
  115805. */
  115806. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115807. protected _buildUniformLayout(): void;
  115808. /**
  115809. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115810. * @param effect The effect to update
  115811. * @param lightIndex The index of the light in the effect to update
  115812. * @returns The point light
  115813. */
  115814. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115815. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115816. /**
  115817. * Prepares the list of defines specific to the light type.
  115818. * @param defines the list of defines
  115819. * @param lightIndex defines the index of the light for the effect
  115820. */
  115821. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115822. }
  115823. }
  115824. declare module BABYLON {
  115825. /**
  115826. * Header information of HDR texture files.
  115827. */
  115828. export interface HDRInfo {
  115829. /**
  115830. * The height of the texture in pixels.
  115831. */
  115832. height: number;
  115833. /**
  115834. * The width of the texture in pixels.
  115835. */
  115836. width: number;
  115837. /**
  115838. * The index of the beginning of the data in the binary file.
  115839. */
  115840. dataPosition: number;
  115841. }
  115842. /**
  115843. * This groups tools to convert HDR texture to native colors array.
  115844. */
  115845. export class HDRTools {
  115846. private static Ldexp;
  115847. private static Rgbe2float;
  115848. private static readStringLine;
  115849. /**
  115850. * Reads header information from an RGBE texture stored in a native array.
  115851. * More information on this format are available here:
  115852. * https://en.wikipedia.org/wiki/RGBE_image_format
  115853. *
  115854. * @param uint8array The binary file stored in native array.
  115855. * @return The header information.
  115856. */
  115857. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115858. /**
  115859. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115860. * This RGBE texture needs to store the information as a panorama.
  115861. *
  115862. * More information on this format are available here:
  115863. * https://en.wikipedia.org/wiki/RGBE_image_format
  115864. *
  115865. * @param buffer The binary file stored in an array buffer.
  115866. * @param size The expected size of the extracted cubemap.
  115867. * @return The Cube Map information.
  115868. */
  115869. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115870. /**
  115871. * Returns the pixels data extracted from an RGBE texture.
  115872. * This pixels will be stored left to right up to down in the R G B order in one array.
  115873. *
  115874. * More information on this format are available here:
  115875. * https://en.wikipedia.org/wiki/RGBE_image_format
  115876. *
  115877. * @param uint8array The binary file stored in an array buffer.
  115878. * @param hdrInfo The header information of the file.
  115879. * @return The pixels data in RGB right to left up to down order.
  115880. */
  115881. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115882. private static RGBE_ReadPixels_RLE;
  115883. }
  115884. }
  115885. declare module BABYLON {
  115886. /**
  115887. * This represents a texture coming from an HDR input.
  115888. *
  115889. * The only supported format is currently panorama picture stored in RGBE format.
  115890. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115891. */
  115892. export class HDRCubeTexture extends BaseTexture {
  115893. private static _facesMapping;
  115894. private _generateHarmonics;
  115895. private _noMipmap;
  115896. private _textureMatrix;
  115897. private _size;
  115898. private _onLoad;
  115899. private _onError;
  115900. /**
  115901. * The texture URL.
  115902. */
  115903. url: string;
  115904. /**
  115905. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115906. */
  115907. coordinatesMode: number;
  115908. protected _isBlocking: boolean;
  115909. /**
  115910. * Sets wether or not the texture is blocking during loading.
  115911. */
  115912. /**
  115913. * Gets wether or not the texture is blocking during loading.
  115914. */
  115915. isBlocking: boolean;
  115916. protected _rotationY: number;
  115917. /**
  115918. * Sets texture matrix rotation angle around Y axis in radians.
  115919. */
  115920. /**
  115921. * Gets texture matrix rotation angle around Y axis radians.
  115922. */
  115923. rotationY: number;
  115924. /**
  115925. * Gets or sets the center of the bounding box associated with the cube texture
  115926. * It must define where the camera used to render the texture was set
  115927. */
  115928. boundingBoxPosition: Vector3;
  115929. private _boundingBoxSize;
  115930. /**
  115931. * Gets or sets the size of the bounding box associated with the cube texture
  115932. * When defined, the cubemap will switch to local mode
  115933. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115934. * @example https://www.babylonjs-playground.com/#RNASML
  115935. */
  115936. boundingBoxSize: Vector3;
  115937. /**
  115938. * Instantiates an HDRTexture from the following parameters.
  115939. *
  115940. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115941. * @param scene The scene the texture will be used in
  115942. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115943. * @param noMipmap Forces to not generate the mipmap if true
  115944. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115945. * @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)
  115946. * @param reserved Reserved flag for internal use.
  115947. */
  115948. 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>);
  115949. /**
  115950. * Get the current class name of the texture useful for serialization or dynamic coding.
  115951. * @returns "HDRCubeTexture"
  115952. */
  115953. getClassName(): string;
  115954. /**
  115955. * Occurs when the file is raw .hdr file.
  115956. */
  115957. private loadTexture;
  115958. clone(): HDRCubeTexture;
  115959. delayLoad(): void;
  115960. /**
  115961. * Get the texture reflection matrix used to rotate/transform the reflection.
  115962. * @returns the reflection matrix
  115963. */
  115964. getReflectionTextureMatrix(): Matrix;
  115965. /**
  115966. * Set the texture reflection matrix used to rotate/transform the reflection.
  115967. * @param value Define the reflection matrix to set
  115968. */
  115969. setReflectionTextureMatrix(value: Matrix): void;
  115970. /**
  115971. * Parses a JSON representation of an HDR Texture in order to create the texture
  115972. * @param parsedTexture Define the JSON representation
  115973. * @param scene Define the scene the texture should be created in
  115974. * @param rootUrl Define the root url in case we need to load relative dependencies
  115975. * @returns the newly created texture after parsing
  115976. */
  115977. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115978. serialize(): any;
  115979. }
  115980. }
  115981. declare module BABYLON {
  115982. /**
  115983. * Class used to control physics engine
  115984. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115985. */
  115986. export class PhysicsEngine implements IPhysicsEngine {
  115987. private _physicsPlugin;
  115988. /**
  115989. * Global value used to control the smallest number supported by the simulation
  115990. */
  115991. static Epsilon: number;
  115992. private _impostors;
  115993. private _joints;
  115994. /**
  115995. * Gets the gravity vector used by the simulation
  115996. */
  115997. gravity: Vector3;
  115998. /**
  115999. * Factory used to create the default physics plugin.
  116000. * @returns The default physics plugin
  116001. */
  116002. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  116003. /**
  116004. * Creates a new Physics Engine
  116005. * @param gravity defines the gravity vector used by the simulation
  116006. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  116007. */
  116008. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  116009. /**
  116010. * Sets the gravity vector used by the simulation
  116011. * @param gravity defines the gravity vector to use
  116012. */
  116013. setGravity(gravity: Vector3): void;
  116014. /**
  116015. * Set the time step of the physics engine.
  116016. * Default is 1/60.
  116017. * To slow it down, enter 1/600 for example.
  116018. * To speed it up, 1/30
  116019. * @param newTimeStep defines the new timestep to apply to this world.
  116020. */
  116021. setTimeStep(newTimeStep?: number): void;
  116022. /**
  116023. * Get the time step of the physics engine.
  116024. * @returns the current time step
  116025. */
  116026. getTimeStep(): number;
  116027. /**
  116028. * Release all resources
  116029. */
  116030. dispose(): void;
  116031. /**
  116032. * Gets the name of the current physics plugin
  116033. * @returns the name of the plugin
  116034. */
  116035. getPhysicsPluginName(): string;
  116036. /**
  116037. * Adding a new impostor for the impostor tracking.
  116038. * This will be done by the impostor itself.
  116039. * @param impostor the impostor to add
  116040. */
  116041. addImpostor(impostor: PhysicsImpostor): void;
  116042. /**
  116043. * Remove an impostor from the engine.
  116044. * This impostor and its mesh will not longer be updated by the physics engine.
  116045. * @param impostor the impostor to remove
  116046. */
  116047. removeImpostor(impostor: PhysicsImpostor): void;
  116048. /**
  116049. * Add a joint to the physics engine
  116050. * @param mainImpostor defines the main impostor to which the joint is added.
  116051. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  116052. * @param joint defines the joint that will connect both impostors.
  116053. */
  116054. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116055. /**
  116056. * Removes a joint from the simulation
  116057. * @param mainImpostor defines the impostor used with the joint
  116058. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  116059. * @param joint defines the joint to remove
  116060. */
  116061. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116062. /**
  116063. * Called by the scene. No need to call it.
  116064. * @param delta defines the timespam between frames
  116065. */
  116066. _step(delta: number): void;
  116067. /**
  116068. * Gets the current plugin used to run the simulation
  116069. * @returns current plugin
  116070. */
  116071. getPhysicsPlugin(): IPhysicsEnginePlugin;
  116072. /**
  116073. * Gets the list of physic impostors
  116074. * @returns an array of PhysicsImpostor
  116075. */
  116076. getImpostors(): Array<PhysicsImpostor>;
  116077. /**
  116078. * Gets the impostor for a physics enabled object
  116079. * @param object defines the object impersonated by the impostor
  116080. * @returns the PhysicsImpostor or null if not found
  116081. */
  116082. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  116083. /**
  116084. * Gets the impostor for a physics body object
  116085. * @param body defines physics body used by the impostor
  116086. * @returns the PhysicsImpostor or null if not found
  116087. */
  116088. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  116089. /**
  116090. * Does a raycast in the physics world
  116091. * @param from when should the ray start?
  116092. * @param to when should the ray end?
  116093. * @returns PhysicsRaycastResult
  116094. */
  116095. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116096. }
  116097. }
  116098. declare module BABYLON {
  116099. /** @hidden */
  116100. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  116101. private _useDeltaForWorldStep;
  116102. world: any;
  116103. name: string;
  116104. private _physicsMaterials;
  116105. private _fixedTimeStep;
  116106. private _cannonRaycastResult;
  116107. private _raycastResult;
  116108. private _physicsBodysToRemoveAfterStep;
  116109. BJSCANNON: any;
  116110. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  116111. setGravity(gravity: Vector3): void;
  116112. setTimeStep(timeStep: number): void;
  116113. getTimeStep(): number;
  116114. executeStep(delta: number): void;
  116115. private _removeMarkedPhysicsBodiesFromWorld;
  116116. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116117. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116118. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116119. private _processChildMeshes;
  116120. removePhysicsBody(impostor: PhysicsImpostor): void;
  116121. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116122. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116123. private _addMaterial;
  116124. private _checkWithEpsilon;
  116125. private _createShape;
  116126. private _createHeightmap;
  116127. private _minus90X;
  116128. private _plus90X;
  116129. private _tmpPosition;
  116130. private _tmpDeltaPosition;
  116131. private _tmpUnityRotation;
  116132. private _updatePhysicsBodyTransformation;
  116133. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116134. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116135. isSupported(): boolean;
  116136. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116137. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116138. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116139. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116140. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116141. getBodyMass(impostor: PhysicsImpostor): number;
  116142. getBodyFriction(impostor: PhysicsImpostor): number;
  116143. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116144. getBodyRestitution(impostor: PhysicsImpostor): number;
  116145. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116146. sleepBody(impostor: PhysicsImpostor): void;
  116147. wakeUpBody(impostor: PhysicsImpostor): void;
  116148. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  116149. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116150. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116151. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116152. getRadius(impostor: PhysicsImpostor): number;
  116153. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116154. dispose(): void;
  116155. private _extendNamespace;
  116156. /**
  116157. * Does a raycast in the physics world
  116158. * @param from when should the ray start?
  116159. * @param to when should the ray end?
  116160. * @returns PhysicsRaycastResult
  116161. */
  116162. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116163. }
  116164. }
  116165. declare module BABYLON {
  116166. /** @hidden */
  116167. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  116168. world: any;
  116169. name: string;
  116170. BJSOIMO: any;
  116171. private _raycastResult;
  116172. constructor(iterations?: number, oimoInjection?: any);
  116173. setGravity(gravity: Vector3): void;
  116174. setTimeStep(timeStep: number): void;
  116175. getTimeStep(): number;
  116176. private _tmpImpostorsArray;
  116177. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116178. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116179. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116180. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116181. private _tmpPositionVector;
  116182. removePhysicsBody(impostor: PhysicsImpostor): void;
  116183. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116184. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116185. isSupported(): boolean;
  116186. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116187. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116188. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116189. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116190. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116191. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116192. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116193. getBodyMass(impostor: PhysicsImpostor): number;
  116194. getBodyFriction(impostor: PhysicsImpostor): number;
  116195. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116196. getBodyRestitution(impostor: PhysicsImpostor): number;
  116197. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116198. sleepBody(impostor: PhysicsImpostor): void;
  116199. wakeUpBody(impostor: PhysicsImpostor): void;
  116200. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116201. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116202. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116203. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116204. getRadius(impostor: PhysicsImpostor): number;
  116205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116206. dispose(): void;
  116207. /**
  116208. * Does a raycast in the physics world
  116209. * @param from when should the ray start?
  116210. * @param to when should the ray end?
  116211. * @returns PhysicsRaycastResult
  116212. */
  116213. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116214. }
  116215. }
  116216. declare module BABYLON {
  116217. /**
  116218. * Class containing static functions to help procedurally build meshes
  116219. */
  116220. export class RibbonBuilder {
  116221. /**
  116222. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116223. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116224. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116225. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116226. * * 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
  116227. * * 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
  116228. * * 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
  116229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116230. * * If you create a double-sided mesh, you can choose what parts of 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
  116231. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116232. * * 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
  116233. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116234. * * 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
  116235. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116237. * @param name defines the name of the mesh
  116238. * @param options defines the options used to create the mesh
  116239. * @param scene defines the hosting scene
  116240. * @returns the ribbon mesh
  116241. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116242. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116243. */
  116244. static CreateRibbon(name: string, options: {
  116245. pathArray: Vector3[][];
  116246. closeArray?: boolean;
  116247. closePath?: boolean;
  116248. offset?: number;
  116249. updatable?: boolean;
  116250. sideOrientation?: number;
  116251. frontUVs?: Vector4;
  116252. backUVs?: Vector4;
  116253. instance?: Mesh;
  116254. invertUV?: boolean;
  116255. uvs?: Vector2[];
  116256. colors?: Color4[];
  116257. }, scene?: Nullable<Scene>): Mesh;
  116258. }
  116259. }
  116260. declare module BABYLON {
  116261. /**
  116262. * Class containing static functions to help procedurally build meshes
  116263. */
  116264. export class ShapeBuilder {
  116265. /**
  116266. * 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.
  116267. * * 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.
  116268. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116269. * * 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.
  116270. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116271. * * 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
  116272. * * 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
  116273. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116274. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116275. * * If you create a double-sided mesh, you can choose what parts of 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
  116276. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116277. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116278. * @param name defines the name of the mesh
  116279. * @param options defines the options used to create the mesh
  116280. * @param scene defines the hosting scene
  116281. * @returns the extruded shape mesh
  116282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116283. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116284. */
  116285. static ExtrudeShape(name: string, options: {
  116286. shape: Vector3[];
  116287. path: Vector3[];
  116288. scale?: number;
  116289. rotation?: number;
  116290. cap?: number;
  116291. updatable?: boolean;
  116292. sideOrientation?: number;
  116293. frontUVs?: Vector4;
  116294. backUVs?: Vector4;
  116295. instance?: Mesh;
  116296. invertUV?: boolean;
  116297. }, scene?: Nullable<Scene>): Mesh;
  116298. /**
  116299. * Creates an custom extruded shape mesh.
  116300. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116301. * * 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.
  116302. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116303. * * 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
  116304. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116305. * * 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
  116306. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116307. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116308. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116309. * * 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
  116310. * * 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
  116311. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116312. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116313. * * If you create a double-sided mesh, you can choose what parts of 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
  116314. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116315. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116316. * @param name defines the name of the mesh
  116317. * @param options defines the options used to create the mesh
  116318. * @param scene defines the hosting scene
  116319. * @returns the custom extruded shape mesh
  116320. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116321. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116322. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116323. */
  116324. static ExtrudeShapeCustom(name: string, options: {
  116325. shape: Vector3[];
  116326. path: Vector3[];
  116327. scaleFunction?: any;
  116328. rotationFunction?: any;
  116329. ribbonCloseArray?: boolean;
  116330. ribbonClosePath?: boolean;
  116331. cap?: number;
  116332. updatable?: boolean;
  116333. sideOrientation?: number;
  116334. frontUVs?: Vector4;
  116335. backUVs?: Vector4;
  116336. instance?: Mesh;
  116337. invertUV?: boolean;
  116338. }, scene?: Nullable<Scene>): Mesh;
  116339. private static _ExtrudeShapeGeneric;
  116340. }
  116341. }
  116342. declare module BABYLON {
  116343. /**
  116344. * AmmoJS Physics plugin
  116345. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116346. * @see https://github.com/kripken/ammo.js/
  116347. */
  116348. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116349. private _useDeltaForWorldStep;
  116350. /**
  116351. * Reference to the Ammo library
  116352. */
  116353. bjsAMMO: any;
  116354. /**
  116355. * Created ammoJS world which physics bodies are added to
  116356. */
  116357. world: any;
  116358. /**
  116359. * Name of the plugin
  116360. */
  116361. name: string;
  116362. private _timeStep;
  116363. private _fixedTimeStep;
  116364. private _maxSteps;
  116365. private _tmpQuaternion;
  116366. private _tmpAmmoTransform;
  116367. private _tmpAmmoQuaternion;
  116368. private _tmpAmmoConcreteContactResultCallback;
  116369. private _collisionConfiguration;
  116370. private _dispatcher;
  116371. private _overlappingPairCache;
  116372. private _solver;
  116373. private _softBodySolver;
  116374. private _tmpAmmoVectorA;
  116375. private _tmpAmmoVectorB;
  116376. private _tmpAmmoVectorC;
  116377. private _tmpAmmoVectorD;
  116378. private _tmpContactCallbackResult;
  116379. private _tmpAmmoVectorRCA;
  116380. private _tmpAmmoVectorRCB;
  116381. private _raycastResult;
  116382. private static readonly DISABLE_COLLISION_FLAG;
  116383. private static readonly KINEMATIC_FLAG;
  116384. private static readonly DISABLE_DEACTIVATION_FLAG;
  116385. /**
  116386. * Initializes the ammoJS plugin
  116387. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116388. * @param ammoInjection can be used to inject your own ammo reference
  116389. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116390. */
  116391. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116392. /**
  116393. * Sets the gravity of the physics world (m/(s^2))
  116394. * @param gravity Gravity to set
  116395. */
  116396. setGravity(gravity: Vector3): void;
  116397. /**
  116398. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116399. * @param timeStep timestep to use in seconds
  116400. */
  116401. setTimeStep(timeStep: number): void;
  116402. /**
  116403. * 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)
  116404. * @param fixedTimeStep fixedTimeStep to use in seconds
  116405. */
  116406. setFixedTimeStep(fixedTimeStep: number): void;
  116407. /**
  116408. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116409. * @param maxSteps the maximum number of steps by the physics engine per frame
  116410. */
  116411. setMaxSteps(maxSteps: number): void;
  116412. /**
  116413. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116414. * @returns the current timestep in seconds
  116415. */
  116416. getTimeStep(): number;
  116417. private _isImpostorInContact;
  116418. private _isImpostorPairInContact;
  116419. private _stepSimulation;
  116420. /**
  116421. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116422. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116423. * After the step the babylon meshes are set to the position of the physics imposters
  116424. * @param delta amount of time to step forward
  116425. * @param impostors array of imposters to update before/after the step
  116426. */
  116427. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116428. /**
  116429. * Update babylon mesh to match physics world object
  116430. * @param impostor imposter to match
  116431. */
  116432. private _afterSoftStep;
  116433. /**
  116434. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116435. * @param impostor imposter to match
  116436. */
  116437. private _ropeStep;
  116438. /**
  116439. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116440. * @param impostor imposter to match
  116441. */
  116442. private _softbodyOrClothStep;
  116443. private _tmpVector;
  116444. private _tmpMatrix;
  116445. /**
  116446. * Applies an impulse on the imposter
  116447. * @param impostor imposter to apply impulse to
  116448. * @param force amount of force to be applied to the imposter
  116449. * @param contactPoint the location to apply the impulse on the imposter
  116450. */
  116451. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116452. /**
  116453. * Applies a force on the imposter
  116454. * @param impostor imposter to apply force
  116455. * @param force amount of force to be applied to the imposter
  116456. * @param contactPoint the location to apply the force on the imposter
  116457. */
  116458. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116459. /**
  116460. * Creates a physics body using the plugin
  116461. * @param impostor the imposter to create the physics body on
  116462. */
  116463. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116464. /**
  116465. * Removes the physics body from the imposter and disposes of the body's memory
  116466. * @param impostor imposter to remove the physics body from
  116467. */
  116468. removePhysicsBody(impostor: PhysicsImpostor): void;
  116469. /**
  116470. * Generates a joint
  116471. * @param impostorJoint the imposter joint to create the joint with
  116472. */
  116473. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116474. /**
  116475. * Removes a joint
  116476. * @param impostorJoint the imposter joint to remove the joint from
  116477. */
  116478. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116479. private _addMeshVerts;
  116480. /**
  116481. * Initialise the soft body vertices to match its object's (mesh) vertices
  116482. * Softbody vertices (nodes) are in world space and to match this
  116483. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116484. * @param impostor to create the softbody for
  116485. */
  116486. private _softVertexData;
  116487. /**
  116488. * Create an impostor's soft body
  116489. * @param impostor to create the softbody for
  116490. */
  116491. private _createSoftbody;
  116492. /**
  116493. * Create cloth for an impostor
  116494. * @param impostor to create the softbody for
  116495. */
  116496. private _createCloth;
  116497. /**
  116498. * Create rope for an impostor
  116499. * @param impostor to create the softbody for
  116500. */
  116501. private _createRope;
  116502. private _addHullVerts;
  116503. private _createShape;
  116504. /**
  116505. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116506. * @param impostor imposter containing the physics body and babylon object
  116507. */
  116508. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116509. /**
  116510. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116511. * @param impostor imposter containing the physics body and babylon object
  116512. * @param newPosition new position
  116513. * @param newRotation new rotation
  116514. */
  116515. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116516. /**
  116517. * If this plugin is supported
  116518. * @returns true if its supported
  116519. */
  116520. isSupported(): boolean;
  116521. /**
  116522. * Sets the linear velocity of the physics body
  116523. * @param impostor imposter to set the velocity on
  116524. * @param velocity velocity to set
  116525. */
  116526. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116527. /**
  116528. * Sets the angular velocity of the physics body
  116529. * @param impostor imposter to set the velocity on
  116530. * @param velocity velocity to set
  116531. */
  116532. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116533. /**
  116534. * gets the linear velocity
  116535. * @param impostor imposter to get linear velocity from
  116536. * @returns linear velocity
  116537. */
  116538. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116539. /**
  116540. * gets the angular velocity
  116541. * @param impostor imposter to get angular velocity from
  116542. * @returns angular velocity
  116543. */
  116544. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116545. /**
  116546. * Sets the mass of physics body
  116547. * @param impostor imposter to set the mass on
  116548. * @param mass mass to set
  116549. */
  116550. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116551. /**
  116552. * Gets the mass of the physics body
  116553. * @param impostor imposter to get the mass from
  116554. * @returns mass
  116555. */
  116556. getBodyMass(impostor: PhysicsImpostor): number;
  116557. /**
  116558. * Gets friction of the impostor
  116559. * @param impostor impostor to get friction from
  116560. * @returns friction value
  116561. */
  116562. getBodyFriction(impostor: PhysicsImpostor): number;
  116563. /**
  116564. * Sets friction of the impostor
  116565. * @param impostor impostor to set friction on
  116566. * @param friction friction value
  116567. */
  116568. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116569. /**
  116570. * Gets restitution of the impostor
  116571. * @param impostor impostor to get restitution from
  116572. * @returns restitution value
  116573. */
  116574. getBodyRestitution(impostor: PhysicsImpostor): number;
  116575. /**
  116576. * Sets resitution of the impostor
  116577. * @param impostor impostor to set resitution on
  116578. * @param restitution resitution value
  116579. */
  116580. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116581. /**
  116582. * Gets pressure inside the impostor
  116583. * @param impostor impostor to get pressure from
  116584. * @returns pressure value
  116585. */
  116586. getBodyPressure(impostor: PhysicsImpostor): number;
  116587. /**
  116588. * Sets pressure inside a soft body impostor
  116589. * Cloth and rope must remain 0 pressure
  116590. * @param impostor impostor to set pressure on
  116591. * @param pressure pressure value
  116592. */
  116593. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116594. /**
  116595. * Gets stiffness of the impostor
  116596. * @param impostor impostor to get stiffness from
  116597. * @returns pressure value
  116598. */
  116599. getBodyStiffness(impostor: PhysicsImpostor): number;
  116600. /**
  116601. * Sets stiffness of the impostor
  116602. * @param impostor impostor to set stiffness on
  116603. * @param stiffness stiffness value from 0 to 1
  116604. */
  116605. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116606. /**
  116607. * Gets velocityIterations of the impostor
  116608. * @param impostor impostor to get velocity iterations from
  116609. * @returns velocityIterations value
  116610. */
  116611. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116612. /**
  116613. * Sets velocityIterations of the impostor
  116614. * @param impostor impostor to set velocity iterations on
  116615. * @param velocityIterations velocityIterations value
  116616. */
  116617. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116618. /**
  116619. * Gets positionIterations of the impostor
  116620. * @param impostor impostor to get position iterations from
  116621. * @returns positionIterations value
  116622. */
  116623. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116624. /**
  116625. * Sets positionIterations of the impostor
  116626. * @param impostor impostor to set position on
  116627. * @param positionIterations positionIterations value
  116628. */
  116629. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116630. /**
  116631. * Append an anchor to a cloth object
  116632. * @param impostor is the cloth impostor to add anchor to
  116633. * @param otherImpostor is the rigid impostor to anchor to
  116634. * @param width ratio across width from 0 to 1
  116635. * @param height ratio up height from 0 to 1
  116636. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116637. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116638. */
  116639. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116640. /**
  116641. * Append an hook to a rope object
  116642. * @param impostor is the rope impostor to add hook to
  116643. * @param otherImpostor is the rigid impostor to hook to
  116644. * @param length ratio along the rope from 0 to 1
  116645. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116646. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116647. */
  116648. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116649. /**
  116650. * Sleeps the physics body and stops it from being active
  116651. * @param impostor impostor to sleep
  116652. */
  116653. sleepBody(impostor: PhysicsImpostor): void;
  116654. /**
  116655. * Activates the physics body
  116656. * @param impostor impostor to activate
  116657. */
  116658. wakeUpBody(impostor: PhysicsImpostor): void;
  116659. /**
  116660. * Updates the distance parameters of the joint
  116661. * @param joint joint to update
  116662. * @param maxDistance maximum distance of the joint
  116663. * @param minDistance minimum distance of the joint
  116664. */
  116665. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116666. /**
  116667. * Sets a motor on the joint
  116668. * @param joint joint to set motor on
  116669. * @param speed speed of the motor
  116670. * @param maxForce maximum force of the motor
  116671. * @param motorIndex index of the motor
  116672. */
  116673. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116674. /**
  116675. * Sets the motors limit
  116676. * @param joint joint to set limit on
  116677. * @param upperLimit upper limit
  116678. * @param lowerLimit lower limit
  116679. */
  116680. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116681. /**
  116682. * Syncs the position and rotation of a mesh with the impostor
  116683. * @param mesh mesh to sync
  116684. * @param impostor impostor to update the mesh with
  116685. */
  116686. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116687. /**
  116688. * Gets the radius of the impostor
  116689. * @param impostor impostor to get radius from
  116690. * @returns the radius
  116691. */
  116692. getRadius(impostor: PhysicsImpostor): number;
  116693. /**
  116694. * Gets the box size of the impostor
  116695. * @param impostor impostor to get box size from
  116696. * @param result the resulting box size
  116697. */
  116698. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116699. /**
  116700. * Disposes of the impostor
  116701. */
  116702. dispose(): void;
  116703. /**
  116704. * Does a raycast in the physics world
  116705. * @param from when should the ray start?
  116706. * @param to when should the ray end?
  116707. * @returns PhysicsRaycastResult
  116708. */
  116709. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116710. }
  116711. }
  116712. declare module BABYLON {
  116713. interface AbstractScene {
  116714. /**
  116715. * The list of reflection probes added to the scene
  116716. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116717. */
  116718. reflectionProbes: Array<ReflectionProbe>;
  116719. /**
  116720. * Removes the given reflection probe from this scene.
  116721. * @param toRemove The reflection probe to remove
  116722. * @returns The index of the removed reflection probe
  116723. */
  116724. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116725. /**
  116726. * Adds the given reflection probe to this scene.
  116727. * @param newReflectionProbe The reflection probe to add
  116728. */
  116729. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116730. }
  116731. /**
  116732. * Class used to generate realtime reflection / refraction cube textures
  116733. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116734. */
  116735. export class ReflectionProbe {
  116736. /** defines the name of the probe */
  116737. name: string;
  116738. private _scene;
  116739. private _renderTargetTexture;
  116740. private _projectionMatrix;
  116741. private _viewMatrix;
  116742. private _target;
  116743. private _add;
  116744. private _attachedMesh;
  116745. private _invertYAxis;
  116746. /** Gets or sets probe position (center of the cube map) */
  116747. position: Vector3;
  116748. /**
  116749. * Creates a new reflection probe
  116750. * @param name defines the name of the probe
  116751. * @param size defines the texture resolution (for each face)
  116752. * @param scene defines the hosting scene
  116753. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116754. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116755. */
  116756. constructor(
  116757. /** defines the name of the probe */
  116758. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116759. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116760. samples: number;
  116761. /** Gets or sets the refresh rate to use (on every frame by default) */
  116762. refreshRate: number;
  116763. /**
  116764. * Gets the hosting scene
  116765. * @returns a Scene
  116766. */
  116767. getScene(): Scene;
  116768. /** Gets the internal CubeTexture used to render to */
  116769. readonly cubeTexture: RenderTargetTexture;
  116770. /** Gets the list of meshes to render */
  116771. readonly renderList: Nullable<AbstractMesh[]>;
  116772. /**
  116773. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116774. * @param mesh defines the mesh to attach to
  116775. */
  116776. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116777. /**
  116778. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116779. * @param renderingGroupId The rendering group id corresponding to its index
  116780. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116781. */
  116782. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116783. /**
  116784. * Clean all associated resources
  116785. */
  116786. dispose(): void;
  116787. /**
  116788. * Converts the reflection probe information to a readable string for debug purpose.
  116789. * @param fullDetails Supports for multiple levels of logging within scene loading
  116790. * @returns the human readable reflection probe info
  116791. */
  116792. toString(fullDetails?: boolean): string;
  116793. /**
  116794. * Get the class name of the relfection probe.
  116795. * @returns "ReflectionProbe"
  116796. */
  116797. getClassName(): string;
  116798. /**
  116799. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116800. * @returns The JSON representation of the texture
  116801. */
  116802. serialize(): any;
  116803. /**
  116804. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116805. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116806. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116807. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116808. * @returns The parsed reflection probe if successful
  116809. */
  116810. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116811. }
  116812. }
  116813. declare module BABYLON {
  116814. /** @hidden */
  116815. export var _BabylonLoaderRegistered: boolean;
  116816. }
  116817. declare module BABYLON {
  116818. /**
  116819. * The Physically based simple base material of BJS.
  116820. *
  116821. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116822. * It is used as the base class for both the specGloss and metalRough conventions.
  116823. */
  116824. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116825. /**
  116826. * Number of Simultaneous lights allowed on the material.
  116827. */
  116828. maxSimultaneousLights: number;
  116829. /**
  116830. * If sets to true, disables all the lights affecting the material.
  116831. */
  116832. disableLighting: boolean;
  116833. /**
  116834. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116835. */
  116836. environmentTexture: BaseTexture;
  116837. /**
  116838. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116839. */
  116840. invertNormalMapX: boolean;
  116841. /**
  116842. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116843. */
  116844. invertNormalMapY: boolean;
  116845. /**
  116846. * Normal map used in the model.
  116847. */
  116848. normalTexture: BaseTexture;
  116849. /**
  116850. * Emissivie color used to self-illuminate the model.
  116851. */
  116852. emissiveColor: Color3;
  116853. /**
  116854. * Emissivie texture used to self-illuminate the model.
  116855. */
  116856. emissiveTexture: BaseTexture;
  116857. /**
  116858. * Occlusion Channel Strenght.
  116859. */
  116860. occlusionStrength: number;
  116861. /**
  116862. * Occlusion Texture of the material (adding extra occlusion effects).
  116863. */
  116864. occlusionTexture: BaseTexture;
  116865. /**
  116866. * Defines the alpha limits in alpha test mode.
  116867. */
  116868. alphaCutOff: number;
  116869. /**
  116870. * Gets the current double sided mode.
  116871. */
  116872. /**
  116873. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116874. */
  116875. doubleSided: boolean;
  116876. /**
  116877. * Stores the pre-calculated light information of a mesh in a texture.
  116878. */
  116879. lightmapTexture: BaseTexture;
  116880. /**
  116881. * If true, the light map contains occlusion information instead of lighting info.
  116882. */
  116883. useLightmapAsShadowmap: boolean;
  116884. /**
  116885. * Instantiates a new PBRMaterial instance.
  116886. *
  116887. * @param name The material name
  116888. * @param scene The scene the material will be use in.
  116889. */
  116890. constructor(name: string, scene: Scene);
  116891. getClassName(): string;
  116892. }
  116893. }
  116894. declare module BABYLON {
  116895. /**
  116896. * The PBR material of BJS following the metal roughness convention.
  116897. *
  116898. * This fits to the PBR convention in the GLTF definition:
  116899. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116900. */
  116901. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116902. /**
  116903. * The base color has two different interpretations depending on the value of metalness.
  116904. * When the material is a metal, the base color is the specific measured reflectance value
  116905. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116906. * of the material.
  116907. */
  116908. baseColor: Color3;
  116909. /**
  116910. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116911. * well as opacity information in the alpha channel.
  116912. */
  116913. baseTexture: BaseTexture;
  116914. /**
  116915. * Specifies the metallic scalar value of the material.
  116916. * Can also be used to scale the metalness values of the metallic texture.
  116917. */
  116918. metallic: number;
  116919. /**
  116920. * Specifies the roughness scalar value of the material.
  116921. * Can also be used to scale the roughness values of the metallic texture.
  116922. */
  116923. roughness: number;
  116924. /**
  116925. * Texture containing both the metallic value in the B channel and the
  116926. * roughness value in the G channel to keep better precision.
  116927. */
  116928. metallicRoughnessTexture: BaseTexture;
  116929. /**
  116930. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116931. *
  116932. * @param name The material name
  116933. * @param scene The scene the material will be use in.
  116934. */
  116935. constructor(name: string, scene: Scene);
  116936. /**
  116937. * Return the currrent class name of the material.
  116938. */
  116939. getClassName(): string;
  116940. /**
  116941. * Makes a duplicate of the current material.
  116942. * @param name - name to use for the new material.
  116943. */
  116944. clone(name: string): PBRMetallicRoughnessMaterial;
  116945. /**
  116946. * Serialize the material to a parsable JSON object.
  116947. */
  116948. serialize(): any;
  116949. /**
  116950. * Parses a JSON object correponding to the serialize function.
  116951. */
  116952. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116953. }
  116954. }
  116955. declare module BABYLON {
  116956. /**
  116957. * The PBR material of BJS following the specular glossiness convention.
  116958. *
  116959. * This fits to the PBR convention in the GLTF definition:
  116960. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116961. */
  116962. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116963. /**
  116964. * Specifies the diffuse color of the material.
  116965. */
  116966. diffuseColor: Color3;
  116967. /**
  116968. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116969. * channel.
  116970. */
  116971. diffuseTexture: BaseTexture;
  116972. /**
  116973. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116974. */
  116975. specularColor: Color3;
  116976. /**
  116977. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116978. */
  116979. glossiness: number;
  116980. /**
  116981. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116982. */
  116983. specularGlossinessTexture: BaseTexture;
  116984. /**
  116985. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116986. *
  116987. * @param name The material name
  116988. * @param scene The scene the material will be use in.
  116989. */
  116990. constructor(name: string, scene: Scene);
  116991. /**
  116992. * Return the currrent class name of the material.
  116993. */
  116994. getClassName(): string;
  116995. /**
  116996. * Makes a duplicate of the current material.
  116997. * @param name - name to use for the new material.
  116998. */
  116999. clone(name: string): PBRSpecularGlossinessMaterial;
  117000. /**
  117001. * Serialize the material to a parsable JSON object.
  117002. */
  117003. serialize(): any;
  117004. /**
  117005. * Parses a JSON object correponding to the serialize function.
  117006. */
  117007. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  117008. }
  117009. }
  117010. declare module BABYLON {
  117011. /**
  117012. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  117013. * It can help converting any input color in a desired output one. This can then be used to create effects
  117014. * from sepia, black and white to sixties or futuristic rendering...
  117015. *
  117016. * The only supported format is currently 3dl.
  117017. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  117018. */
  117019. export class ColorGradingTexture extends BaseTexture {
  117020. /**
  117021. * The current texture matrix. (will always be identity in color grading texture)
  117022. */
  117023. private _textureMatrix;
  117024. /**
  117025. * The texture URL.
  117026. */
  117027. url: string;
  117028. /**
  117029. * Empty line regex stored for GC.
  117030. */
  117031. private static _noneEmptyLineRegex;
  117032. private _engine;
  117033. /**
  117034. * Instantiates a ColorGradingTexture from the following parameters.
  117035. *
  117036. * @param url The location of the color gradind data (currently only supporting 3dl)
  117037. * @param scene The scene the texture will be used in
  117038. */
  117039. constructor(url: string, scene: Scene);
  117040. /**
  117041. * Returns the texture matrix used in most of the material.
  117042. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  117043. */
  117044. getTextureMatrix(): Matrix;
  117045. /**
  117046. * Occurs when the file being loaded is a .3dl LUT file.
  117047. */
  117048. private load3dlTexture;
  117049. /**
  117050. * Starts the loading process of the texture.
  117051. */
  117052. private loadTexture;
  117053. /**
  117054. * Clones the color gradind texture.
  117055. */
  117056. clone(): ColorGradingTexture;
  117057. /**
  117058. * Called during delayed load for textures.
  117059. */
  117060. delayLoad(): void;
  117061. /**
  117062. * Parses a color grading texture serialized by Babylon.
  117063. * @param parsedTexture The texture information being parsedTexture
  117064. * @param scene The scene to load the texture in
  117065. * @param rootUrl The root url of the data assets to load
  117066. * @return A color gradind texture
  117067. */
  117068. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  117069. /**
  117070. * Serializes the LUT texture to json format.
  117071. */
  117072. serialize(): any;
  117073. }
  117074. }
  117075. declare module BABYLON {
  117076. /**
  117077. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  117078. */
  117079. export class EquiRectangularCubeTexture extends BaseTexture {
  117080. /** The six faces of the cube. */
  117081. private static _FacesMapping;
  117082. private _noMipmap;
  117083. private _onLoad;
  117084. private _onError;
  117085. /** The size of the cubemap. */
  117086. private _size;
  117087. /** The buffer of the image. */
  117088. private _buffer;
  117089. /** The width of the input image. */
  117090. private _width;
  117091. /** The height of the input image. */
  117092. private _height;
  117093. /** The URL to the image. */
  117094. url: string;
  117095. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  117096. coordinatesMode: number;
  117097. /**
  117098. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  117099. * @param url The location of the image
  117100. * @param scene The scene the texture will be used in
  117101. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  117102. * @param noMipmap Forces to not generate the mipmap if true
  117103. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  117104. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  117105. * @param onLoad — defines a callback called when texture is loaded
  117106. * @param onError — defines a callback called if there is an error
  117107. */
  117108. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  117109. /**
  117110. * Load the image data, by putting the image on a canvas and extracting its buffer.
  117111. */
  117112. private loadImage;
  117113. /**
  117114. * Convert the image buffer into a cubemap and create a CubeTexture.
  117115. */
  117116. private loadTexture;
  117117. /**
  117118. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  117119. * @param buffer The ArrayBuffer that should be converted.
  117120. * @returns The buffer as Float32Array.
  117121. */
  117122. private getFloat32ArrayFromArrayBuffer;
  117123. /**
  117124. * Get the current class name of the texture useful for serialization or dynamic coding.
  117125. * @returns "EquiRectangularCubeTexture"
  117126. */
  117127. getClassName(): string;
  117128. /**
  117129. * Create a clone of the current EquiRectangularCubeTexture and return it.
  117130. * @returns A clone of the current EquiRectangularCubeTexture.
  117131. */
  117132. clone(): EquiRectangularCubeTexture;
  117133. }
  117134. }
  117135. declare module BABYLON {
  117136. /**
  117137. * Based on jsTGALoader - Javascript loader for TGA file
  117138. * By Vincent Thibault
  117139. * @see http://blog.robrowser.com/javascript-tga-loader.html
  117140. */
  117141. export class TGATools {
  117142. private static _TYPE_INDEXED;
  117143. private static _TYPE_RGB;
  117144. private static _TYPE_GREY;
  117145. private static _TYPE_RLE_INDEXED;
  117146. private static _TYPE_RLE_RGB;
  117147. private static _TYPE_RLE_GREY;
  117148. private static _ORIGIN_MASK;
  117149. private static _ORIGIN_SHIFT;
  117150. private static _ORIGIN_BL;
  117151. private static _ORIGIN_BR;
  117152. private static _ORIGIN_UL;
  117153. private static _ORIGIN_UR;
  117154. /**
  117155. * Gets the header of a TGA file
  117156. * @param data defines the TGA data
  117157. * @returns the header
  117158. */
  117159. static GetTGAHeader(data: Uint8Array): any;
  117160. /**
  117161. * Uploads TGA content to a Babylon Texture
  117162. * @hidden
  117163. */
  117164. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  117165. /** @hidden */
  117166. 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;
  117167. /** @hidden */
  117168. 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;
  117169. /** @hidden */
  117170. 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;
  117171. /** @hidden */
  117172. 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;
  117173. /** @hidden */
  117174. 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;
  117175. /** @hidden */
  117176. 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;
  117177. }
  117178. }
  117179. declare module BABYLON {
  117180. /**
  117181. * Implementation of the TGA Texture Loader.
  117182. * @hidden
  117183. */
  117184. export class _TGATextureLoader implements IInternalTextureLoader {
  117185. /**
  117186. * Defines wether the loader supports cascade loading the different faces.
  117187. */
  117188. readonly supportCascades: boolean;
  117189. /**
  117190. * This returns if the loader support the current file information.
  117191. * @param extension defines the file extension of the file being loaded
  117192. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117193. * @param fallback defines the fallback internal texture if any
  117194. * @param isBase64 defines whether the texture is encoded as a base64
  117195. * @param isBuffer defines whether the texture data are stored as a buffer
  117196. * @returns true if the loader can load the specified file
  117197. */
  117198. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117199. /**
  117200. * Transform the url before loading if required.
  117201. * @param rootUrl the url of the texture
  117202. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117203. * @returns the transformed texture
  117204. */
  117205. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117206. /**
  117207. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117208. * @param rootUrl the url of the texture
  117209. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117210. * @returns the fallback texture
  117211. */
  117212. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117213. /**
  117214. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117215. * @param data contains the texture data
  117216. * @param texture defines the BabylonJS internal texture
  117217. * @param createPolynomials will be true if polynomials have been requested
  117218. * @param onLoad defines the callback to trigger once the texture is ready
  117219. * @param onError defines the callback to trigger in case of error
  117220. */
  117221. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117222. /**
  117223. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117224. * @param data contains the texture data
  117225. * @param texture defines the BabylonJS internal texture
  117226. * @param callback defines the method to call once ready to upload
  117227. */
  117228. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117229. }
  117230. }
  117231. declare module BABYLON {
  117232. /**
  117233. * Info about the .basis files
  117234. */
  117235. class BasisFileInfo {
  117236. /**
  117237. * If the file has alpha
  117238. */
  117239. hasAlpha: boolean;
  117240. /**
  117241. * Info about each image of the basis file
  117242. */
  117243. images: Array<{
  117244. levels: Array<{
  117245. width: number;
  117246. height: number;
  117247. transcodedPixels: ArrayBufferView;
  117248. }>;
  117249. }>;
  117250. }
  117251. /**
  117252. * Result of transcoding a basis file
  117253. */
  117254. class TranscodeResult {
  117255. /**
  117256. * Info about the .basis file
  117257. */
  117258. fileInfo: BasisFileInfo;
  117259. /**
  117260. * Format to use when loading the file
  117261. */
  117262. format: number;
  117263. }
  117264. /**
  117265. * Configuration options for the Basis transcoder
  117266. */
  117267. export class BasisTranscodeConfiguration {
  117268. /**
  117269. * Supported compression formats used to determine the supported output format of the transcoder
  117270. */
  117271. supportedCompressionFormats?: {
  117272. /**
  117273. * etc1 compression format
  117274. */
  117275. etc1?: boolean;
  117276. /**
  117277. * s3tc compression format
  117278. */
  117279. s3tc?: boolean;
  117280. /**
  117281. * pvrtc compression format
  117282. */
  117283. pvrtc?: boolean;
  117284. /**
  117285. * etc2 compression format
  117286. */
  117287. etc2?: boolean;
  117288. };
  117289. /**
  117290. * If mipmap levels should be loaded for transcoded images (Default: true)
  117291. */
  117292. loadMipmapLevels?: boolean;
  117293. /**
  117294. * Index of a single image to load (Default: all images)
  117295. */
  117296. loadSingleImage?: number;
  117297. }
  117298. /**
  117299. * Used to load .Basis files
  117300. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117301. */
  117302. export class BasisTools {
  117303. private static _IgnoreSupportedFormats;
  117304. /**
  117305. * URL to use when loading the basis transcoder
  117306. */
  117307. static JSModuleURL: string;
  117308. /**
  117309. * URL to use when loading the wasm module for the transcoder
  117310. */
  117311. static WasmModuleURL: string;
  117312. /**
  117313. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117314. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117315. * @returns internal format corresponding to the Basis format
  117316. */
  117317. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117318. private static _WorkerPromise;
  117319. private static _Worker;
  117320. private static _actionId;
  117321. private static _CreateWorkerAsync;
  117322. /**
  117323. * Transcodes a loaded image file to compressed pixel data
  117324. * @param imageData image data to transcode
  117325. * @param config configuration options for the transcoding
  117326. * @returns a promise resulting in the transcoded image
  117327. */
  117328. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117329. /**
  117330. * Loads a texture from the transcode result
  117331. * @param texture texture load to
  117332. * @param transcodeResult the result of transcoding the basis file to load from
  117333. */
  117334. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117335. }
  117336. }
  117337. declare module BABYLON {
  117338. /**
  117339. * Loader for .basis file format
  117340. */
  117341. export class _BasisTextureLoader implements IInternalTextureLoader {
  117342. /**
  117343. * Defines whether the loader supports cascade loading the different faces.
  117344. */
  117345. readonly supportCascades: boolean;
  117346. /**
  117347. * This returns if the loader support the current file information.
  117348. * @param extension defines the file extension of the file being loaded
  117349. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117350. * @param fallback defines the fallback internal texture if any
  117351. * @param isBase64 defines whether the texture is encoded as a base64
  117352. * @param isBuffer defines whether the texture data are stored as a buffer
  117353. * @returns true if the loader can load the specified file
  117354. */
  117355. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117356. /**
  117357. * Transform the url before loading if required.
  117358. * @param rootUrl the url of the texture
  117359. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117360. * @returns the transformed texture
  117361. */
  117362. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117363. /**
  117364. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117365. * @param rootUrl the url of the texture
  117366. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117367. * @returns the fallback texture
  117368. */
  117369. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117370. /**
  117371. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117372. * @param data contains the texture data
  117373. * @param texture defines the BabylonJS internal texture
  117374. * @param createPolynomials will be true if polynomials have been requested
  117375. * @param onLoad defines the callback to trigger once the texture is ready
  117376. * @param onError defines the callback to trigger in case of error
  117377. */
  117378. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117379. /**
  117380. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117381. * @param data contains the texture data
  117382. * @param texture defines the BabylonJS internal texture
  117383. * @param callback defines the method to call once ready to upload
  117384. */
  117385. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117386. }
  117387. }
  117388. declare module BABYLON {
  117389. /**
  117390. * 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.
  117391. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117392. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117393. */
  117394. export class CustomProceduralTexture extends ProceduralTexture {
  117395. private _animate;
  117396. private _time;
  117397. private _config;
  117398. private _texturePath;
  117399. /**
  117400. * Instantiates a new Custom Procedural Texture.
  117401. * 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.
  117402. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117403. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117404. * @param name Define the name of the texture
  117405. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117406. * @param size Define the size of the texture to create
  117407. * @param scene Define the scene the texture belongs to
  117408. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117409. * @param generateMipMaps Define if the texture should creates mip maps or not
  117410. */
  117411. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117412. private _loadJson;
  117413. /**
  117414. * Is the texture ready to be used ? (rendered at least once)
  117415. * @returns true if ready, otherwise, false.
  117416. */
  117417. isReady(): boolean;
  117418. /**
  117419. * Render the texture to its associated render target.
  117420. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117421. */
  117422. render(useCameraPostProcess?: boolean): void;
  117423. /**
  117424. * Update the list of dependant textures samplers in the shader.
  117425. */
  117426. updateTextures(): void;
  117427. /**
  117428. * Update the uniform values of the procedural texture in the shader.
  117429. */
  117430. updateShaderUniforms(): void;
  117431. /**
  117432. * Define if the texture animates or not.
  117433. */
  117434. animate: boolean;
  117435. }
  117436. }
  117437. declare module BABYLON {
  117438. /** @hidden */
  117439. export var noisePixelShader: {
  117440. name: string;
  117441. shader: string;
  117442. };
  117443. }
  117444. declare module BABYLON {
  117445. /**
  117446. * Class used to generate noise procedural textures
  117447. */
  117448. export class NoiseProceduralTexture extends ProceduralTexture {
  117449. private _time;
  117450. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117451. brightness: number;
  117452. /** Defines the number of octaves to process */
  117453. octaves: number;
  117454. /** Defines the level of persistence (0.8 by default) */
  117455. persistence: number;
  117456. /** Gets or sets animation speed factor (default is 1) */
  117457. animationSpeedFactor: number;
  117458. /**
  117459. * Creates a new NoiseProceduralTexture
  117460. * @param name defines the name fo the texture
  117461. * @param size defines the size of the texture (default is 256)
  117462. * @param scene defines the hosting scene
  117463. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117464. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117465. */
  117466. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117467. private _updateShaderUniforms;
  117468. protected _getDefines(): string;
  117469. /** Generate the current state of the procedural texture */
  117470. render(useCameraPostProcess?: boolean): void;
  117471. /**
  117472. * Serializes this noise procedural texture
  117473. * @returns a serialized noise procedural texture object
  117474. */
  117475. serialize(): any;
  117476. /**
  117477. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117478. * @param parsedTexture defines parsed texture data
  117479. * @param scene defines the current scene
  117480. * @param rootUrl defines the root URL containing noise procedural texture information
  117481. * @returns a parsed NoiseProceduralTexture
  117482. */
  117483. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117484. }
  117485. }
  117486. declare module BABYLON {
  117487. /**
  117488. * Raw cube texture where the raw buffers are passed in
  117489. */
  117490. export class RawCubeTexture extends CubeTexture {
  117491. /**
  117492. * Creates a cube texture where the raw buffers are passed in.
  117493. * @param scene defines the scene the texture is attached to
  117494. * @param data defines the array of data to use to create each face
  117495. * @param size defines the size of the textures
  117496. * @param format defines the format of the data
  117497. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117498. * @param generateMipMaps defines if the engine should generate the mip levels
  117499. * @param invertY defines if data must be stored with Y axis inverted
  117500. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117501. * @param compression defines the compression used (null by default)
  117502. */
  117503. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117504. /**
  117505. * Updates the raw cube texture.
  117506. * @param data defines the data to store
  117507. * @param format defines the data format
  117508. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117509. * @param invertY defines if data must be stored with Y axis inverted
  117510. * @param compression defines the compression used (null by default)
  117511. * @param level defines which level of the texture to update
  117512. */
  117513. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117514. /**
  117515. * Updates a raw cube texture with RGBD encoded data.
  117516. * @param data defines the array of data [mipmap][face] to use to create each face
  117517. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117518. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117519. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117520. * @returns a promsie that resolves when the operation is complete
  117521. */
  117522. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117523. /**
  117524. * Clones the raw cube texture.
  117525. * @return a new cube texture
  117526. */
  117527. clone(): CubeTexture;
  117528. /** @hidden */
  117529. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117530. }
  117531. }
  117532. declare module BABYLON {
  117533. /**
  117534. * Class used to store 3D textures containing user data
  117535. */
  117536. export class RawTexture3D extends Texture {
  117537. /** Gets or sets the texture format to use */
  117538. format: number;
  117539. private _engine;
  117540. /**
  117541. * Create a new RawTexture3D
  117542. * @param data defines the data of the texture
  117543. * @param width defines the width of the texture
  117544. * @param height defines the height of the texture
  117545. * @param depth defines the depth of the texture
  117546. * @param format defines the texture format to use
  117547. * @param scene defines the hosting scene
  117548. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117549. * @param invertY defines if texture must be stored with Y axis inverted
  117550. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117551. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117552. */
  117553. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117554. /** Gets or sets the texture format to use */
  117555. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117556. /**
  117557. * Update the texture with new data
  117558. * @param data defines the data to store in the texture
  117559. */
  117560. update(data: ArrayBufferView): void;
  117561. }
  117562. }
  117563. declare module BABYLON {
  117564. /**
  117565. * Creates a refraction texture used by refraction channel of the standard material.
  117566. * It is like a mirror but to see through a material.
  117567. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117568. */
  117569. export class RefractionTexture extends RenderTargetTexture {
  117570. /**
  117571. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117572. * 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.
  117573. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117574. */
  117575. refractionPlane: Plane;
  117576. /**
  117577. * Define how deep under the surface we should see.
  117578. */
  117579. depth: number;
  117580. /**
  117581. * Creates a refraction texture used by refraction channel of the standard material.
  117582. * It is like a mirror but to see through a material.
  117583. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117584. * @param name Define the texture name
  117585. * @param size Define the size of the underlying texture
  117586. * @param scene Define the scene the refraction belongs to
  117587. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117588. */
  117589. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117590. /**
  117591. * Clone the refraction texture.
  117592. * @returns the cloned texture
  117593. */
  117594. clone(): RefractionTexture;
  117595. /**
  117596. * Serialize the texture to a JSON representation you could use in Parse later on
  117597. * @returns the serialized JSON representation
  117598. */
  117599. serialize(): any;
  117600. }
  117601. }
  117602. declare module BABYLON {
  117603. /**
  117604. * Defines the options related to the creation of an HtmlElementTexture
  117605. */
  117606. export interface IHtmlElementTextureOptions {
  117607. /**
  117608. * Defines wether mip maps should be created or not.
  117609. */
  117610. generateMipMaps?: boolean;
  117611. /**
  117612. * Defines the sampling mode of the texture.
  117613. */
  117614. samplingMode?: number;
  117615. /**
  117616. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117617. */
  117618. engine: Nullable<Engine>;
  117619. /**
  117620. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117621. */
  117622. scene: Nullable<Scene>;
  117623. }
  117624. /**
  117625. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117626. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117627. * is automatically managed.
  117628. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117629. * in your application.
  117630. *
  117631. * As the update is not automatic, you need to call them manually.
  117632. */
  117633. export class HtmlElementTexture extends BaseTexture {
  117634. /**
  117635. * The texture URL.
  117636. */
  117637. element: HTMLVideoElement | HTMLCanvasElement;
  117638. private static readonly DefaultOptions;
  117639. private _textureMatrix;
  117640. private _engine;
  117641. private _isVideo;
  117642. private _generateMipMaps;
  117643. private _samplingMode;
  117644. /**
  117645. * Instantiates a HtmlElementTexture from the following parameters.
  117646. *
  117647. * @param name Defines the name of the texture
  117648. * @param element Defines the video or canvas the texture is filled with
  117649. * @param options Defines the other none mandatory texture creation options
  117650. */
  117651. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117652. private _createInternalTexture;
  117653. /**
  117654. * Returns the texture matrix used in most of the material.
  117655. */
  117656. getTextureMatrix(): Matrix;
  117657. /**
  117658. * Updates the content of the texture.
  117659. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117660. */
  117661. update(invertY?: Nullable<boolean>): void;
  117662. }
  117663. }
  117664. declare module BABYLON {
  117665. /**
  117666. * Enum used to define the target of a block
  117667. */
  117668. export enum NodeMaterialBlockTargets {
  117669. /** Vertex shader */
  117670. Vertex = 1,
  117671. /** Fragment shader */
  117672. Fragment = 2,
  117673. /** Neutral */
  117674. Neutral = 4,
  117675. /** Vertex and Fragment */
  117676. VertexAndFragment = 3
  117677. }
  117678. }
  117679. declare module BABYLON {
  117680. /**
  117681. * Defines the kind of connection point for node based material
  117682. */
  117683. export enum NodeMaterialBlockConnectionPointTypes {
  117684. /** Float */
  117685. Float = 1,
  117686. /** Int */
  117687. Int = 2,
  117688. /** Vector2 */
  117689. Vector2 = 4,
  117690. /** Vector3 */
  117691. Vector3 = 8,
  117692. /** Vector4 */
  117693. Vector4 = 16,
  117694. /** Color3 */
  117695. Color3 = 32,
  117696. /** Color4 */
  117697. Color4 = 64,
  117698. /** Matrix */
  117699. Matrix = 128,
  117700. /** Detect type based on connection */
  117701. AutoDetect = 1024,
  117702. /** Output type that will be defined by input type */
  117703. BasedOnInput = 2048
  117704. }
  117705. }
  117706. declare module BABYLON {
  117707. /**
  117708. * Root class for all node material optimizers
  117709. */
  117710. export class NodeMaterialOptimizer {
  117711. /**
  117712. * Function used to optimize a NodeMaterial graph
  117713. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117714. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117715. */
  117716. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117717. }
  117718. }
  117719. declare module BABYLON {
  117720. /**
  117721. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117722. */
  117723. export class TransformBlock extends NodeMaterialBlock {
  117724. /**
  117725. * Defines the value to use to complement W value to transform it to a Vector4
  117726. */
  117727. complementW: number;
  117728. /**
  117729. * Defines the value to use to complement z value to transform it to a Vector4
  117730. */
  117731. complementZ: number;
  117732. /**
  117733. * Creates a new TransformBlock
  117734. * @param name defines the block name
  117735. */
  117736. constructor(name: string);
  117737. /**
  117738. * Gets the current class name
  117739. * @returns the class name
  117740. */
  117741. getClassName(): string;
  117742. /**
  117743. * Gets the vector input
  117744. */
  117745. readonly vector: NodeMaterialConnectionPoint;
  117746. /**
  117747. * Gets the output component
  117748. */
  117749. readonly output: NodeMaterialConnectionPoint;
  117750. /**
  117751. * Gets the matrix transform input
  117752. */
  117753. readonly transform: NodeMaterialConnectionPoint;
  117754. protected _buildBlock(state: NodeMaterialBuildState): this;
  117755. serialize(): any;
  117756. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117757. protected _dumpPropertiesCode(): string;
  117758. }
  117759. }
  117760. declare module BABYLON {
  117761. /**
  117762. * Block used to output the vertex position
  117763. */
  117764. export class VertexOutputBlock extends NodeMaterialBlock {
  117765. /**
  117766. * Creates a new VertexOutputBlock
  117767. * @param name defines the block name
  117768. */
  117769. constructor(name: string);
  117770. /**
  117771. * Gets the current class name
  117772. * @returns the class name
  117773. */
  117774. getClassName(): string;
  117775. /**
  117776. * Gets the vector input component
  117777. */
  117778. readonly vector: NodeMaterialConnectionPoint;
  117779. protected _buildBlock(state: NodeMaterialBuildState): this;
  117780. }
  117781. }
  117782. declare module BABYLON {
  117783. /**
  117784. * Block used to output the final color
  117785. */
  117786. export class FragmentOutputBlock extends NodeMaterialBlock {
  117787. /**
  117788. * Create a new FragmentOutputBlock
  117789. * @param name defines the block name
  117790. */
  117791. constructor(name: string);
  117792. /**
  117793. * Gets the current class name
  117794. * @returns the class name
  117795. */
  117796. getClassName(): string;
  117797. /**
  117798. * Gets the rgba input component
  117799. */
  117800. readonly rgba: NodeMaterialConnectionPoint;
  117801. /**
  117802. * Gets the rgb input component
  117803. */
  117804. readonly rgb: NodeMaterialConnectionPoint;
  117805. /**
  117806. * Gets the a input component
  117807. */
  117808. readonly a: NodeMaterialConnectionPoint;
  117809. protected _buildBlock(state: NodeMaterialBuildState): this;
  117810. }
  117811. }
  117812. declare module BABYLON {
  117813. /**
  117814. * Enum used to define system values e.g. values automatically provided by the system
  117815. */
  117816. export enum NodeMaterialSystemValues {
  117817. /** World */
  117818. World = 1,
  117819. /** View */
  117820. View = 2,
  117821. /** Projection */
  117822. Projection = 3,
  117823. /** ViewProjection */
  117824. ViewProjection = 4,
  117825. /** WorldView */
  117826. WorldView = 5,
  117827. /** WorldViewProjection */
  117828. WorldViewProjection = 6,
  117829. /** CameraPosition */
  117830. CameraPosition = 7,
  117831. /** Fog Color */
  117832. FogColor = 8
  117833. }
  117834. }
  117835. declare module BABYLON {
  117836. /**
  117837. * Block used to read a reflection texture from a sampler
  117838. */
  117839. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117840. private _define3DName;
  117841. private _defineCubicName;
  117842. private _defineExplicitName;
  117843. private _defineProjectionName;
  117844. private _defineLocalCubicName;
  117845. private _defineSphericalName;
  117846. private _definePlanarName;
  117847. private _defineEquirectangularName;
  117848. private _defineMirroredEquirectangularFixedName;
  117849. private _defineEquirectangularFixedName;
  117850. private _defineSkyboxName;
  117851. private _cubeSamplerName;
  117852. private _2DSamplerName;
  117853. private _positionUVWName;
  117854. private _directionWName;
  117855. private _reflectionCoordsName;
  117856. private _reflection2DCoordsName;
  117857. private _reflectionColorName;
  117858. private _reflectionMatrixName;
  117859. /**
  117860. * Gets or sets the texture associated with the node
  117861. */
  117862. texture: Nullable<BaseTexture>;
  117863. /**
  117864. * Create a new TextureBlock
  117865. * @param name defines the block name
  117866. */
  117867. constructor(name: string);
  117868. /**
  117869. * Gets the current class name
  117870. * @returns the class name
  117871. */
  117872. getClassName(): string;
  117873. /**
  117874. * Gets the world position input component
  117875. */
  117876. readonly position: NodeMaterialConnectionPoint;
  117877. /**
  117878. * Gets the world position input component
  117879. */
  117880. readonly worldPosition: NodeMaterialConnectionPoint;
  117881. /**
  117882. * Gets the world normal input component
  117883. */
  117884. readonly worldNormal: NodeMaterialConnectionPoint;
  117885. /**
  117886. * Gets the world input component
  117887. */
  117888. readonly world: NodeMaterialConnectionPoint;
  117889. /**
  117890. * Gets the camera (or eye) position component
  117891. */
  117892. readonly cameraPosition: NodeMaterialConnectionPoint;
  117893. /**
  117894. * Gets the view input component
  117895. */
  117896. readonly view: NodeMaterialConnectionPoint;
  117897. /**
  117898. * Gets the rgb output component
  117899. */
  117900. readonly rgb: NodeMaterialConnectionPoint;
  117901. /**
  117902. * Gets the r output component
  117903. */
  117904. readonly r: NodeMaterialConnectionPoint;
  117905. /**
  117906. * Gets the g output component
  117907. */
  117908. readonly g: NodeMaterialConnectionPoint;
  117909. /**
  117910. * Gets the b output component
  117911. */
  117912. readonly b: NodeMaterialConnectionPoint;
  117913. autoConfigure(material: NodeMaterial): void;
  117914. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117915. isReady(): boolean;
  117916. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117917. private _injectVertexCode;
  117918. private _writeOutput;
  117919. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117920. serialize(): any;
  117921. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117922. }
  117923. }
  117924. declare module BABYLON {
  117925. /**
  117926. * Interface used to configure the node material editor
  117927. */
  117928. export interface INodeMaterialEditorOptions {
  117929. /** Define the URl to load node editor script */
  117930. editorURL?: string;
  117931. }
  117932. /** @hidden */
  117933. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117934. /** BONES */
  117935. NUM_BONE_INFLUENCERS: number;
  117936. BonesPerMesh: number;
  117937. BONETEXTURE: boolean;
  117938. /** MORPH TARGETS */
  117939. MORPHTARGETS: boolean;
  117940. MORPHTARGETS_NORMAL: boolean;
  117941. MORPHTARGETS_TANGENT: boolean;
  117942. MORPHTARGETS_UV: boolean;
  117943. NUM_MORPH_INFLUENCERS: number;
  117944. /** IMAGE PROCESSING */
  117945. IMAGEPROCESSING: boolean;
  117946. VIGNETTE: boolean;
  117947. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117948. VIGNETTEBLENDMODEOPAQUE: boolean;
  117949. TONEMAPPING: boolean;
  117950. TONEMAPPING_ACES: boolean;
  117951. CONTRAST: boolean;
  117952. EXPOSURE: boolean;
  117953. COLORCURVES: boolean;
  117954. COLORGRADING: boolean;
  117955. COLORGRADING3D: boolean;
  117956. SAMPLER3DGREENDEPTH: boolean;
  117957. SAMPLER3DBGRMAP: boolean;
  117958. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117959. /** MISC. */
  117960. BUMPDIRECTUV: number;
  117961. constructor();
  117962. setValue(name: string, value: boolean): void;
  117963. }
  117964. /**
  117965. * Class used to configure NodeMaterial
  117966. */
  117967. export interface INodeMaterialOptions {
  117968. /**
  117969. * Defines if blocks should emit comments
  117970. */
  117971. emitComments: boolean;
  117972. }
  117973. /**
  117974. * Class used to create a node based material built by assembling shader blocks
  117975. */
  117976. export class NodeMaterial extends PushMaterial {
  117977. private static _BuildIdGenerator;
  117978. private _options;
  117979. private _vertexCompilationState;
  117980. private _fragmentCompilationState;
  117981. private _sharedData;
  117982. private _buildId;
  117983. private _buildWasSuccessful;
  117984. private _cachedWorldViewMatrix;
  117985. private _cachedWorldViewProjectionMatrix;
  117986. private _optimizers;
  117987. private _animationFrame;
  117988. /** Define the URl to load node editor script */
  117989. static EditorURL: string;
  117990. private BJSNODEMATERIALEDITOR;
  117991. /** Get the inspector from bundle or global */
  117992. private _getGlobalNodeMaterialEditor;
  117993. /**
  117994. * 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)
  117995. */
  117996. ignoreAlpha: boolean;
  117997. /**
  117998. * Defines the maximum number of lights that can be used in the material
  117999. */
  118000. maxSimultaneousLights: number;
  118001. /**
  118002. * Observable raised when the material is built
  118003. */
  118004. onBuildObservable: Observable<NodeMaterial>;
  118005. /**
  118006. * Gets or sets the root nodes of the material vertex shader
  118007. */
  118008. _vertexOutputNodes: NodeMaterialBlock[];
  118009. /**
  118010. * Gets or sets the root nodes of the material fragment (pixel) shader
  118011. */
  118012. _fragmentOutputNodes: NodeMaterialBlock[];
  118013. /** Gets or sets options to control the node material overall behavior */
  118014. options: INodeMaterialOptions;
  118015. /**
  118016. * Default configuration related to image processing available in the standard Material.
  118017. */
  118018. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  118019. /**
  118020. * Gets the image processing configuration used either in this material.
  118021. */
  118022. /**
  118023. * Sets the Default image processing configuration used either in the this material.
  118024. *
  118025. * If sets to null, the scene one is in use.
  118026. */
  118027. imageProcessingConfiguration: ImageProcessingConfiguration;
  118028. /**
  118029. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  118030. */
  118031. attachedBlocks: NodeMaterialBlock[];
  118032. /**
  118033. * Create a new node based material
  118034. * @param name defines the material name
  118035. * @param scene defines the hosting scene
  118036. * @param options defines creation option
  118037. */
  118038. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  118039. /**
  118040. * Gets the current class name of the material e.g. "NodeMaterial"
  118041. * @returns the class name
  118042. */
  118043. getClassName(): string;
  118044. /**
  118045. * Keep track of the image processing observer to allow dispose and replace.
  118046. */
  118047. private _imageProcessingObserver;
  118048. /**
  118049. * Attaches a new image processing configuration to the Standard Material.
  118050. * @param configuration
  118051. */
  118052. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  118053. /**
  118054. * Get a block by its name
  118055. * @param name defines the name of the block to retrieve
  118056. * @returns the required block or null if not found
  118057. */
  118058. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  118059. /**
  118060. * Get a block by its name
  118061. * @param predicate defines the predicate used to find the good candidate
  118062. * @returns the required block or null if not found
  118063. */
  118064. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  118065. /**
  118066. * Get an input block by its name
  118067. * @param predicate defines the predicate used to find the good candidate
  118068. * @returns the required input block or null if not found
  118069. */
  118070. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  118071. /**
  118072. * Gets the list of input blocks attached to this material
  118073. * @returns an array of InputBlocks
  118074. */
  118075. getInputBlocks(): InputBlock[];
  118076. /**
  118077. * Adds a new optimizer to the list of optimizers
  118078. * @param optimizer defines the optimizers to add
  118079. * @returns the current material
  118080. */
  118081. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118082. /**
  118083. * Remove an optimizer from the list of optimizers
  118084. * @param optimizer defines the optimizers to remove
  118085. * @returns the current material
  118086. */
  118087. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118088. /**
  118089. * Add a new block to the list of output nodes
  118090. * @param node defines the node to add
  118091. * @returns the current material
  118092. */
  118093. addOutputNode(node: NodeMaterialBlock): this;
  118094. /**
  118095. * Remove a block from the list of root nodes
  118096. * @param node defines the node to remove
  118097. * @returns the current material
  118098. */
  118099. removeOutputNode(node: NodeMaterialBlock): this;
  118100. private _addVertexOutputNode;
  118101. private _removeVertexOutputNode;
  118102. private _addFragmentOutputNode;
  118103. private _removeFragmentOutputNode;
  118104. /**
  118105. * Specifies if the material will require alpha blending
  118106. * @returns a boolean specifying if alpha blending is needed
  118107. */
  118108. needAlphaBlending(): boolean;
  118109. /**
  118110. * Specifies if this material should be rendered in alpha test mode
  118111. * @returns a boolean specifying if an alpha test is needed.
  118112. */
  118113. needAlphaTesting(): boolean;
  118114. private _initializeBlock;
  118115. private _resetDualBlocks;
  118116. /**
  118117. * Build the material and generates the inner effect
  118118. * @param verbose defines if the build should log activity
  118119. */
  118120. build(verbose?: boolean): void;
  118121. /**
  118122. * Runs an otpimization phase to try to improve the shader code
  118123. */
  118124. optimize(): void;
  118125. private _prepareDefinesForAttributes;
  118126. /**
  118127. * Get if the submesh is ready to be used and all its information available.
  118128. * Child classes can use it to update shaders
  118129. * @param mesh defines the mesh to check
  118130. * @param subMesh defines which submesh to check
  118131. * @param useInstances specifies that instances should be used
  118132. * @returns a boolean indicating that the submesh is ready or not
  118133. */
  118134. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  118135. /**
  118136. * Get a string representing the shaders built by the current node graph
  118137. */
  118138. readonly compiledShaders: string;
  118139. /**
  118140. * Binds the world matrix to the material
  118141. * @param world defines the world transformation matrix
  118142. */
  118143. bindOnlyWorldMatrix(world: Matrix): void;
  118144. /**
  118145. * Binds the submesh to this material by preparing the effect and shader to draw
  118146. * @param world defines the world transformation matrix
  118147. * @param mesh defines the mesh containing the submesh
  118148. * @param subMesh defines the submesh to bind the material to
  118149. */
  118150. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  118151. /**
  118152. * Gets the active textures from the material
  118153. * @returns an array of textures
  118154. */
  118155. getActiveTextures(): BaseTexture[];
  118156. /**
  118157. * Gets the list of texture blocks
  118158. * @returns an array of texture blocks
  118159. */
  118160. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  118161. /**
  118162. * Specifies if the material uses a texture
  118163. * @param texture defines the texture to check against the material
  118164. * @returns a boolean specifying if the material uses the texture
  118165. */
  118166. hasTexture(texture: BaseTexture): boolean;
  118167. /**
  118168. * Disposes the material
  118169. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  118170. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  118171. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  118172. */
  118173. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  118174. /** Creates the node editor window. */
  118175. private _createNodeEditor;
  118176. /**
  118177. * Launch the node material editor
  118178. * @param config Define the configuration of the editor
  118179. * @return a promise fulfilled when the node editor is visible
  118180. */
  118181. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  118182. /**
  118183. * Clear the current material
  118184. */
  118185. clear(): void;
  118186. /**
  118187. * Clear the current material and set it to a default state
  118188. */
  118189. setToDefault(): void;
  118190. /**
  118191. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  118192. * @param url defines the url to load from
  118193. * @returns a promise that will fullfil when the material is fully loaded
  118194. */
  118195. loadAsync(url: string): Promise<unknown>;
  118196. private _gatherBlocks;
  118197. /**
  118198. * Generate a string containing the code declaration required to create an equivalent of this material
  118199. * @returns a string
  118200. */
  118201. generateCode(): string;
  118202. /**
  118203. * Serializes this material in a JSON representation
  118204. * @returns the serialized material object
  118205. */
  118206. serialize(): any;
  118207. private _restoreConnections;
  118208. /**
  118209. * Clear the current graph and load a new one from a serialization object
  118210. * @param source defines the JSON representation of the material
  118211. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118212. */
  118213. loadFromSerialization(source: any, rootUrl?: string): void;
  118214. /**
  118215. * Creates a node material from parsed material data
  118216. * @param source defines the JSON representation of the material
  118217. * @param scene defines the hosting scene
  118218. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118219. * @returns a new node material
  118220. */
  118221. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118222. /**
  118223. * Creates a new node material set to default basic configuration
  118224. * @param name defines the name of the material
  118225. * @param scene defines the hosting scene
  118226. * @returns a new NodeMaterial
  118227. */
  118228. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118229. }
  118230. }
  118231. declare module BABYLON {
  118232. /**
  118233. * Block used to read a texture from a sampler
  118234. */
  118235. export class TextureBlock extends NodeMaterialBlock {
  118236. private _defineName;
  118237. private _samplerName;
  118238. private _transformedUVName;
  118239. private _textureTransformName;
  118240. private _textureInfoName;
  118241. private _mainUVName;
  118242. private _mainUVDefineName;
  118243. /**
  118244. * Gets or sets the texture associated with the node
  118245. */
  118246. texture: Nullable<Texture>;
  118247. /**
  118248. * Create a new TextureBlock
  118249. * @param name defines the block name
  118250. */
  118251. constructor(name: string);
  118252. /**
  118253. * Gets the current class name
  118254. * @returns the class name
  118255. */
  118256. getClassName(): string;
  118257. /**
  118258. * Gets the uv input component
  118259. */
  118260. readonly uv: NodeMaterialConnectionPoint;
  118261. /**
  118262. * Gets the rgba output component
  118263. */
  118264. readonly rgba: NodeMaterialConnectionPoint;
  118265. /**
  118266. * Gets the rgb output component
  118267. */
  118268. readonly rgb: NodeMaterialConnectionPoint;
  118269. /**
  118270. * Gets the r output component
  118271. */
  118272. readonly r: NodeMaterialConnectionPoint;
  118273. /**
  118274. * Gets the g output component
  118275. */
  118276. readonly g: NodeMaterialConnectionPoint;
  118277. /**
  118278. * Gets the b output component
  118279. */
  118280. readonly b: NodeMaterialConnectionPoint;
  118281. /**
  118282. * Gets the a output component
  118283. */
  118284. readonly a: NodeMaterialConnectionPoint;
  118285. readonly target: NodeMaterialBlockTargets;
  118286. autoConfigure(material: NodeMaterial): void;
  118287. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118288. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118289. isReady(): boolean;
  118290. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118291. private readonly _isMixed;
  118292. private _injectVertexCode;
  118293. private _writeOutput;
  118294. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118295. protected _dumpPropertiesCode(): string;
  118296. serialize(): any;
  118297. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118298. }
  118299. }
  118300. declare module BABYLON {
  118301. /**
  118302. * Class used to store shared data between 2 NodeMaterialBuildState
  118303. */
  118304. export class NodeMaterialBuildStateSharedData {
  118305. /**
  118306. * Gets the list of emitted varyings
  118307. */
  118308. temps: string[];
  118309. /**
  118310. * Gets the list of emitted varyings
  118311. */
  118312. varyings: string[];
  118313. /**
  118314. * Gets the varying declaration string
  118315. */
  118316. varyingDeclaration: string;
  118317. /**
  118318. * Input blocks
  118319. */
  118320. inputBlocks: InputBlock[];
  118321. /**
  118322. * Input blocks
  118323. */
  118324. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118325. /**
  118326. * Bindable blocks (Blocks that need to set data to the effect)
  118327. */
  118328. bindableBlocks: NodeMaterialBlock[];
  118329. /**
  118330. * List of blocks that can provide a compilation fallback
  118331. */
  118332. blocksWithFallbacks: NodeMaterialBlock[];
  118333. /**
  118334. * List of blocks that can provide a define update
  118335. */
  118336. blocksWithDefines: NodeMaterialBlock[];
  118337. /**
  118338. * List of blocks that can provide a repeatable content
  118339. */
  118340. repeatableContentBlocks: NodeMaterialBlock[];
  118341. /**
  118342. * List of blocks that can provide a dynamic list of uniforms
  118343. */
  118344. dynamicUniformBlocks: NodeMaterialBlock[];
  118345. /**
  118346. * List of blocks that can block the isReady function for the material
  118347. */
  118348. blockingBlocks: NodeMaterialBlock[];
  118349. /**
  118350. * Gets the list of animated inputs
  118351. */
  118352. animatedInputs: InputBlock[];
  118353. /**
  118354. * Build Id used to avoid multiple recompilations
  118355. */
  118356. buildId: number;
  118357. /** List of emitted variables */
  118358. variableNames: {
  118359. [key: string]: number;
  118360. };
  118361. /** List of emitted defines */
  118362. defineNames: {
  118363. [key: string]: number;
  118364. };
  118365. /** Should emit comments? */
  118366. emitComments: boolean;
  118367. /** Emit build activity */
  118368. verbose: boolean;
  118369. /**
  118370. * Gets the compilation hints emitted at compilation time
  118371. */
  118372. hints: {
  118373. needWorldViewMatrix: boolean;
  118374. needWorldViewProjectionMatrix: boolean;
  118375. needAlphaBlending: boolean;
  118376. needAlphaTesting: boolean;
  118377. };
  118378. /**
  118379. * List of compilation checks
  118380. */
  118381. checks: {
  118382. emitVertex: boolean;
  118383. emitFragment: boolean;
  118384. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118385. };
  118386. /** Creates a new shared data */
  118387. constructor();
  118388. /**
  118389. * Emits console errors and exceptions if there is a failing check
  118390. */
  118391. emitErrors(): void;
  118392. }
  118393. }
  118394. declare module BABYLON {
  118395. /**
  118396. * Class used to store node based material build state
  118397. */
  118398. export class NodeMaterialBuildState {
  118399. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118400. supportUniformBuffers: boolean;
  118401. /**
  118402. * Gets the list of emitted attributes
  118403. */
  118404. attributes: string[];
  118405. /**
  118406. * Gets the list of emitted uniforms
  118407. */
  118408. uniforms: string[];
  118409. /**
  118410. * Gets the list of emitted uniform buffers
  118411. */
  118412. uniformBuffers: string[];
  118413. /**
  118414. * Gets the list of emitted samplers
  118415. */
  118416. samplers: string[];
  118417. /**
  118418. * Gets the list of emitted functions
  118419. */
  118420. functions: {
  118421. [key: string]: string;
  118422. };
  118423. /**
  118424. * Gets the list of emitted extensions
  118425. */
  118426. extensions: {
  118427. [key: string]: string;
  118428. };
  118429. /**
  118430. * Gets the target of the compilation state
  118431. */
  118432. target: NodeMaterialBlockTargets;
  118433. /**
  118434. * Gets the list of emitted counters
  118435. */
  118436. counters: {
  118437. [key: string]: number;
  118438. };
  118439. /**
  118440. * Shared data between multiple NodeMaterialBuildState instances
  118441. */
  118442. sharedData: NodeMaterialBuildStateSharedData;
  118443. /** @hidden */
  118444. _vertexState: NodeMaterialBuildState;
  118445. /** @hidden */
  118446. _attributeDeclaration: string;
  118447. /** @hidden */
  118448. _uniformDeclaration: string;
  118449. /** @hidden */
  118450. _samplerDeclaration: string;
  118451. /** @hidden */
  118452. _varyingTransfer: string;
  118453. private _repeatableContentAnchorIndex;
  118454. /** @hidden */
  118455. _builtCompilationString: string;
  118456. /**
  118457. * Gets the emitted compilation strings
  118458. */
  118459. compilationString: string;
  118460. /**
  118461. * Finalize the compilation strings
  118462. * @param state defines the current compilation state
  118463. */
  118464. finalize(state: NodeMaterialBuildState): void;
  118465. /** @hidden */
  118466. readonly _repeatableContentAnchor: string;
  118467. /** @hidden */
  118468. _getFreeVariableName(prefix: string): string;
  118469. /** @hidden */
  118470. _getFreeDefineName(prefix: string): string;
  118471. /** @hidden */
  118472. _excludeVariableName(name: string): void;
  118473. /** @hidden */
  118474. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118475. /** @hidden */
  118476. _emitExtension(name: string, extension: string): void;
  118477. /** @hidden */
  118478. _emitFunction(name: string, code: string, comments: string): void;
  118479. /** @hidden */
  118480. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118481. replaceStrings?: {
  118482. search: RegExp;
  118483. replace: string;
  118484. }[];
  118485. repeatKey?: string;
  118486. }): string;
  118487. /** @hidden */
  118488. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118489. repeatKey?: string;
  118490. removeAttributes?: boolean;
  118491. removeUniforms?: boolean;
  118492. removeVaryings?: boolean;
  118493. removeIfDef?: boolean;
  118494. replaceStrings?: {
  118495. search: RegExp;
  118496. replace: string;
  118497. }[];
  118498. }, storeKey?: string): void;
  118499. /** @hidden */
  118500. _registerTempVariable(name: string): boolean;
  118501. /** @hidden */
  118502. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118503. /** @hidden */
  118504. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118505. }
  118506. }
  118507. declare module BABYLON {
  118508. /**
  118509. * Defines a block that can be used inside a node based material
  118510. */
  118511. export class NodeMaterialBlock {
  118512. private _buildId;
  118513. private _buildTarget;
  118514. private _target;
  118515. private _isFinalMerger;
  118516. private _isInput;
  118517. /** @hidden */
  118518. _codeVariableName: string;
  118519. /** @hidden */
  118520. _inputs: NodeMaterialConnectionPoint[];
  118521. /** @hidden */
  118522. _outputs: NodeMaterialConnectionPoint[];
  118523. /** @hidden */
  118524. _preparationId: number;
  118525. /**
  118526. * Gets or sets the name of the block
  118527. */
  118528. name: string;
  118529. /**
  118530. * Gets or sets the unique id of the node
  118531. */
  118532. uniqueId: number;
  118533. /**
  118534. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118535. */
  118536. readonly isFinalMerger: boolean;
  118537. /**
  118538. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118539. */
  118540. readonly isInput: boolean;
  118541. /**
  118542. * Gets or sets the build Id
  118543. */
  118544. buildId: number;
  118545. /**
  118546. * Gets or sets the target of the block
  118547. */
  118548. target: NodeMaterialBlockTargets;
  118549. /**
  118550. * Gets the list of input points
  118551. */
  118552. readonly inputs: NodeMaterialConnectionPoint[];
  118553. /** Gets the list of output points */
  118554. readonly outputs: NodeMaterialConnectionPoint[];
  118555. /**
  118556. * Find an input by its name
  118557. * @param name defines the name of the input to look for
  118558. * @returns the input or null if not found
  118559. */
  118560. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118561. /**
  118562. * Find an output by its name
  118563. * @param name defines the name of the outputto look for
  118564. * @returns the output or null if not found
  118565. */
  118566. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118567. /**
  118568. * Creates a new NodeMaterialBlock
  118569. * @param name defines the block name
  118570. * @param target defines the target of that block (Vertex by default)
  118571. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118572. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118573. */
  118574. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118575. /**
  118576. * Initialize the block and prepare the context for build
  118577. * @param state defines the state that will be used for the build
  118578. */
  118579. initialize(state: NodeMaterialBuildState): void;
  118580. /**
  118581. * Bind data to effect. Will only be called for blocks with isBindable === true
  118582. * @param effect defines the effect to bind data to
  118583. * @param nodeMaterial defines the hosting NodeMaterial
  118584. * @param mesh defines the mesh that will be rendered
  118585. */
  118586. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118587. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118588. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118589. protected _writeFloat(value: number): string;
  118590. /**
  118591. * Gets the current class name e.g. "NodeMaterialBlock"
  118592. * @returns the class name
  118593. */
  118594. getClassName(): string;
  118595. /**
  118596. * Register a new input. Must be called inside a block constructor
  118597. * @param name defines the connection point name
  118598. * @param type defines the connection point type
  118599. * @param isOptional defines a boolean indicating that this input can be omitted
  118600. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118601. * @returns the current block
  118602. */
  118603. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118604. /**
  118605. * Register a new output. Must be called inside a block constructor
  118606. * @param name defines the connection point name
  118607. * @param type defines the connection point type
  118608. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118609. * @returns the current block
  118610. */
  118611. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118612. /**
  118613. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118614. * @param forOutput defines an optional connection point to check compatibility with
  118615. * @returns the first available input or null
  118616. */
  118617. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118618. /**
  118619. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118620. * @param forBlock defines an optional block to check compatibility with
  118621. * @returns the first available input or null
  118622. */
  118623. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118624. /**
  118625. * Gets the sibling of the given output
  118626. * @param current defines the current output
  118627. * @returns the next output in the list or null
  118628. */
  118629. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118630. /**
  118631. * Connect current block with another block
  118632. * @param other defines the block to connect with
  118633. * @param options define the various options to help pick the right connections
  118634. * @returns the current block
  118635. */
  118636. connectTo(other: NodeMaterialBlock, options?: {
  118637. input?: string;
  118638. output?: string;
  118639. outputSwizzle?: string;
  118640. }): this | undefined;
  118641. protected _buildBlock(state: NodeMaterialBuildState): void;
  118642. /**
  118643. * Add uniforms, samplers and uniform buffers at compilation time
  118644. * @param state defines the state to update
  118645. * @param nodeMaterial defines the node material requesting the update
  118646. * @param defines defines the material defines to update
  118647. */
  118648. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118649. /**
  118650. * Add potential fallbacks if shader compilation fails
  118651. * @param mesh defines the mesh to be rendered
  118652. * @param fallbacks defines the current prioritized list of fallbacks
  118653. */
  118654. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118655. /**
  118656. * Update defines for shader compilation
  118657. * @param mesh defines the mesh to be rendered
  118658. * @param nodeMaterial defines the node material requesting the update
  118659. * @param defines defines the material defines to update
  118660. * @param useInstances specifies that instances should be used
  118661. */
  118662. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118663. /**
  118664. * Initialize defines for shader compilation
  118665. * @param mesh defines the mesh to be rendered
  118666. * @param nodeMaterial defines the node material requesting the update
  118667. * @param defines defines the material defines to be prepared
  118668. * @param useInstances specifies that instances should be used
  118669. */
  118670. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118671. /**
  118672. * Lets the block try to connect some inputs automatically
  118673. * @param material defines the hosting NodeMaterial
  118674. */
  118675. autoConfigure(material: NodeMaterial): void;
  118676. /**
  118677. * Function called when a block is declared as repeatable content generator
  118678. * @param vertexShaderState defines the current compilation state for the vertex shader
  118679. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118680. * @param mesh defines the mesh to be rendered
  118681. * @param defines defines the material defines to update
  118682. */
  118683. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118684. /**
  118685. * Checks if the block is ready
  118686. * @param mesh defines the mesh to be rendered
  118687. * @param nodeMaterial defines the node material requesting the update
  118688. * @param defines defines the material defines to update
  118689. * @param useInstances specifies that instances should be used
  118690. * @returns true if the block is ready
  118691. */
  118692. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118693. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118694. private _processBuild;
  118695. /**
  118696. * Compile the current node and generate the shader code
  118697. * @param state defines the current compilation state (uniforms, samplers, current string)
  118698. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118699. * @returns true if already built
  118700. */
  118701. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118702. protected _inputRename(name: string): string;
  118703. protected _outputRename(name: string): string;
  118704. protected _dumpPropertiesCode(): string;
  118705. /** @hidden */
  118706. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118707. /**
  118708. * Clone the current block to a new identical block
  118709. * @param scene defines the hosting scene
  118710. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118711. * @returns a copy of the current block
  118712. */
  118713. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118714. /**
  118715. * Serializes this block in a JSON representation
  118716. * @returns the serialized block object
  118717. */
  118718. serialize(): any;
  118719. /** @hidden */
  118720. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118721. }
  118722. }
  118723. declare module BABYLON {
  118724. /**
  118725. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118726. */
  118727. export enum NodeMaterialBlockConnectionPointMode {
  118728. /** Value is an uniform */
  118729. Uniform = 0,
  118730. /** Value is a mesh attribute */
  118731. Attribute = 1,
  118732. /** Value is a varying between vertex and fragment shaders */
  118733. Varying = 2,
  118734. /** Mode is undefined */
  118735. Undefined = 3
  118736. }
  118737. }
  118738. declare module BABYLON {
  118739. /**
  118740. * Enum defining the type of animations supported by InputBlock
  118741. */
  118742. export enum AnimatedInputBlockTypes {
  118743. /** No animation */
  118744. None = 0,
  118745. /** Time based animation. Will only work for floats */
  118746. Time = 1
  118747. }
  118748. }
  118749. declare module BABYLON {
  118750. /**
  118751. * Block used to expose an input value
  118752. */
  118753. export class InputBlock extends NodeMaterialBlock {
  118754. private _mode;
  118755. private _associatedVariableName;
  118756. private _storedValue;
  118757. private _valueCallback;
  118758. private _type;
  118759. private _animationType;
  118760. /** Gets or set a value used to limit the range of float values */
  118761. min: number;
  118762. /** Gets or set a value used to limit the range of float values */
  118763. max: number;
  118764. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  118765. matrixMode: number;
  118766. /** @hidden */
  118767. _systemValue: Nullable<NodeMaterialSystemValues>;
  118768. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118769. visibleInInspector: boolean;
  118770. /**
  118771. * Gets or sets the connection point type (default is float)
  118772. */
  118773. readonly type: NodeMaterialBlockConnectionPointTypes;
  118774. /**
  118775. * Creates a new InputBlock
  118776. * @param name defines the block name
  118777. * @param target defines the target of that block (Vertex by default)
  118778. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118779. */
  118780. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118781. /**
  118782. * Gets the output component
  118783. */
  118784. readonly output: NodeMaterialConnectionPoint;
  118785. /**
  118786. * Set the source of this connection point to a vertex attribute
  118787. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118788. * @returns the current connection point
  118789. */
  118790. setAsAttribute(attributeName?: string): InputBlock;
  118791. /**
  118792. * Set the source of this connection point to a system value
  118793. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118794. * @returns the current connection point
  118795. */
  118796. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118797. /**
  118798. * Gets or sets the value of that point.
  118799. * Please note that this value will be ignored if valueCallback is defined
  118800. */
  118801. value: any;
  118802. /**
  118803. * Gets or sets a callback used to get the value of that point.
  118804. * Please note that setting this value will force the connection point to ignore the value property
  118805. */
  118806. valueCallback: () => any;
  118807. /**
  118808. * Gets or sets the associated variable name in the shader
  118809. */
  118810. associatedVariableName: string;
  118811. /** Gets or sets the type of animation applied to the input */
  118812. animationType: AnimatedInputBlockTypes;
  118813. /**
  118814. * Gets a boolean indicating that this connection point not defined yet
  118815. */
  118816. readonly isUndefined: boolean;
  118817. /**
  118818. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118819. * In this case the connection point name must be the name of the uniform to use.
  118820. * Can only be set on inputs
  118821. */
  118822. isUniform: boolean;
  118823. /**
  118824. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118825. * In this case the connection point name must be the name of the attribute to use
  118826. * Can only be set on inputs
  118827. */
  118828. isAttribute: boolean;
  118829. /**
  118830. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118831. * Can only be set on exit points
  118832. */
  118833. isVarying: boolean;
  118834. /**
  118835. * Gets a boolean indicating that the current connection point is a system value
  118836. */
  118837. readonly isSystemValue: boolean;
  118838. /**
  118839. * Gets or sets the current well known value or null if not defined as a system value
  118840. */
  118841. systemValue: Nullable<NodeMaterialSystemValues>;
  118842. /**
  118843. * Gets the current class name
  118844. * @returns the class name
  118845. */
  118846. getClassName(): string;
  118847. /**
  118848. * Animate the input if animationType !== None
  118849. * @param scene defines the rendering scene
  118850. */
  118851. animate(scene: Scene): void;
  118852. private _emitDefine;
  118853. initialize(state: NodeMaterialBuildState): void;
  118854. /**
  118855. * Set the input block to its default value (based on its type)
  118856. */
  118857. setDefaultValue(): void;
  118858. protected _dumpPropertiesCode(): string;
  118859. private _emit;
  118860. /** @hidden */
  118861. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118862. /** @hidden */
  118863. _transmit(effect: Effect, scene: Scene): void;
  118864. protected _buildBlock(state: NodeMaterialBuildState): void;
  118865. serialize(): any;
  118866. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118867. }
  118868. }
  118869. declare module BABYLON {
  118870. /**
  118871. * Defines a connection point for a block
  118872. */
  118873. export class NodeMaterialConnectionPoint {
  118874. /** @hidden */
  118875. _ownerBlock: NodeMaterialBlock;
  118876. /** @hidden */
  118877. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118878. private _endpoints;
  118879. private _associatedVariableName;
  118880. /** @hidden */
  118881. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118882. /** @hidden */
  118883. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118884. private _type;
  118885. /** @hidden */
  118886. _enforceAssociatedVariableName: boolean;
  118887. /**
  118888. * Gets or sets the additional types supported byt this connection point
  118889. */
  118890. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118891. /**
  118892. * Gets or sets the associated variable name in the shader
  118893. */
  118894. associatedVariableName: string;
  118895. /**
  118896. * Gets or sets the connection point type (default is float)
  118897. */
  118898. type: NodeMaterialBlockConnectionPointTypes;
  118899. /**
  118900. * Gets or sets the connection point name
  118901. */
  118902. name: string;
  118903. /**
  118904. * Gets or sets a boolean indicating that this connection point can be omitted
  118905. */
  118906. isOptional: boolean;
  118907. /**
  118908. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118909. */
  118910. define: string;
  118911. /** Gets or sets the target of that connection point */
  118912. target: NodeMaterialBlockTargets;
  118913. /**
  118914. * Gets a boolean indicating that the current point is connected
  118915. */
  118916. readonly isConnected: boolean;
  118917. /**
  118918. * Gets a boolean indicating that the current point is connected to an input block
  118919. */
  118920. readonly isConnectedToInputBlock: boolean;
  118921. /**
  118922. * Gets a the connected input block (if any)
  118923. */
  118924. readonly connectInputBlock: Nullable<InputBlock>;
  118925. /** Get the other side of the connection (if any) */
  118926. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118927. /** Get the block that owns this connection point */
  118928. readonly ownerBlock: NodeMaterialBlock;
  118929. /** Get the block connected on the other side of this connection (if any) */
  118930. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118931. /** Get the block connected on the endpoints of this connection (if any) */
  118932. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118933. /** Gets the list of connected endpoints */
  118934. readonly endpoints: NodeMaterialConnectionPoint[];
  118935. /** Gets a boolean indicating if that output point is connected to at least one input */
  118936. readonly hasEndpoints: boolean;
  118937. /**
  118938. * Creates a new connection point
  118939. * @param name defines the connection point name
  118940. * @param ownerBlock defines the block hosting this connection point
  118941. */
  118942. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118943. /**
  118944. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118945. * @returns the class name
  118946. */
  118947. getClassName(): string;
  118948. /**
  118949. * Gets an boolean indicating if the current point can be connected to another point
  118950. * @param connectionPoint defines the other connection point
  118951. * @returns true if the connection is possible
  118952. */
  118953. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118954. /**
  118955. * Connect this point to another connection point
  118956. * @param connectionPoint defines the other connection point
  118957. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118958. * @returns the current connection point
  118959. */
  118960. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118961. /**
  118962. * Disconnect this point from one of his endpoint
  118963. * @param endpoint defines the other connection point
  118964. * @returns the current connection point
  118965. */
  118966. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118967. /**
  118968. * Serializes this point in a JSON representation
  118969. * @returns the serialized point object
  118970. */
  118971. serialize(): any;
  118972. }
  118973. }
  118974. declare module BABYLON {
  118975. /**
  118976. * Block used to add support for vertex skinning (bones)
  118977. */
  118978. export class BonesBlock extends NodeMaterialBlock {
  118979. /**
  118980. * Creates a new BonesBlock
  118981. * @param name defines the block name
  118982. */
  118983. constructor(name: string);
  118984. /**
  118985. * Initialize the block and prepare the context for build
  118986. * @param state defines the state that will be used for the build
  118987. */
  118988. initialize(state: NodeMaterialBuildState): void;
  118989. /**
  118990. * Gets the current class name
  118991. * @returns the class name
  118992. */
  118993. getClassName(): string;
  118994. /**
  118995. * Gets the matrix indices input component
  118996. */
  118997. readonly matricesIndices: NodeMaterialConnectionPoint;
  118998. /**
  118999. * Gets the matrix weights input component
  119000. */
  119001. readonly matricesWeights: NodeMaterialConnectionPoint;
  119002. /**
  119003. * Gets the extra matrix indices input component
  119004. */
  119005. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  119006. /**
  119007. * Gets the extra matrix weights input component
  119008. */
  119009. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  119010. /**
  119011. * Gets the world input component
  119012. */
  119013. readonly world: NodeMaterialConnectionPoint;
  119014. /**
  119015. * Gets the output component
  119016. */
  119017. readonly output: NodeMaterialConnectionPoint;
  119018. autoConfigure(material: NodeMaterial): void;
  119019. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  119020. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119021. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119022. protected _buildBlock(state: NodeMaterialBuildState): this;
  119023. }
  119024. }
  119025. declare module BABYLON {
  119026. /**
  119027. * Block used to add support for instances
  119028. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  119029. */
  119030. export class InstancesBlock extends NodeMaterialBlock {
  119031. /**
  119032. * Creates a new InstancesBlock
  119033. * @param name defines the block name
  119034. */
  119035. constructor(name: string);
  119036. /**
  119037. * Gets the current class name
  119038. * @returns the class name
  119039. */
  119040. getClassName(): string;
  119041. /**
  119042. * Gets the first world row input component
  119043. */
  119044. readonly world0: NodeMaterialConnectionPoint;
  119045. /**
  119046. * Gets the second world row input component
  119047. */
  119048. readonly world1: NodeMaterialConnectionPoint;
  119049. /**
  119050. * Gets the third world row input component
  119051. */
  119052. readonly world2: NodeMaterialConnectionPoint;
  119053. /**
  119054. * Gets the forth world row input component
  119055. */
  119056. readonly world3: NodeMaterialConnectionPoint;
  119057. /**
  119058. * Gets the world input component
  119059. */
  119060. readonly world: NodeMaterialConnectionPoint;
  119061. /**
  119062. * Gets the output component
  119063. */
  119064. readonly output: NodeMaterialConnectionPoint;
  119065. autoConfigure(material: NodeMaterial): void;
  119066. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  119067. protected _buildBlock(state: NodeMaterialBuildState): this;
  119068. }
  119069. }
  119070. declare module BABYLON {
  119071. /**
  119072. * Block used to add morph targets support to vertex shader
  119073. */
  119074. export class MorphTargetsBlock extends NodeMaterialBlock {
  119075. private _repeatableContentAnchor;
  119076. private _repeatebleContentGenerated;
  119077. /**
  119078. * Create a new MorphTargetsBlock
  119079. * @param name defines the block name
  119080. */
  119081. constructor(name: string);
  119082. /**
  119083. * Gets the current class name
  119084. * @returns the class name
  119085. */
  119086. getClassName(): string;
  119087. /**
  119088. * Gets the position input component
  119089. */
  119090. readonly position: NodeMaterialConnectionPoint;
  119091. /**
  119092. * Gets the normal input component
  119093. */
  119094. readonly normal: NodeMaterialConnectionPoint;
  119095. /**
  119096. * Gets the tangent input component
  119097. */
  119098. readonly tangent: NodeMaterialConnectionPoint;
  119099. /**
  119100. * Gets the tangent input component
  119101. */
  119102. readonly uv: NodeMaterialConnectionPoint;
  119103. /**
  119104. * Gets the position output component
  119105. */
  119106. readonly positionOutput: NodeMaterialConnectionPoint;
  119107. /**
  119108. * Gets the normal output component
  119109. */
  119110. readonly normalOutput: NodeMaterialConnectionPoint;
  119111. /**
  119112. * Gets the tangent output component
  119113. */
  119114. readonly tangentOutput: NodeMaterialConnectionPoint;
  119115. /**
  119116. * Gets the tangent output component
  119117. */
  119118. readonly uvOutput: NodeMaterialConnectionPoint;
  119119. initialize(state: NodeMaterialBuildState): void;
  119120. autoConfigure(material: NodeMaterial): void;
  119121. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119122. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119123. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  119124. protected _buildBlock(state: NodeMaterialBuildState): this;
  119125. }
  119126. }
  119127. declare module BABYLON {
  119128. /**
  119129. * Block used to get data information from a light
  119130. */
  119131. export class LightInformationBlock extends NodeMaterialBlock {
  119132. private _lightDataDefineName;
  119133. private _lightColorDefineName;
  119134. /**
  119135. * Gets or sets the light associated with this block
  119136. */
  119137. light: Nullable<Light>;
  119138. /**
  119139. * Creates a new LightInformationBlock
  119140. * @param name defines the block name
  119141. */
  119142. constructor(name: string);
  119143. /**
  119144. * Gets the current class name
  119145. * @returns the class name
  119146. */
  119147. getClassName(): string;
  119148. /**
  119149. * Gets the world position input component
  119150. */
  119151. readonly worldPosition: NodeMaterialConnectionPoint;
  119152. /**
  119153. * Gets the direction output component
  119154. */
  119155. readonly direction: NodeMaterialConnectionPoint;
  119156. /**
  119157. * Gets the direction output component
  119158. */
  119159. readonly color: NodeMaterialConnectionPoint;
  119160. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119161. protected _buildBlock(state: NodeMaterialBuildState): this;
  119162. serialize(): any;
  119163. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119164. }
  119165. }
  119166. declare module BABYLON {
  119167. /**
  119168. * Block used to add an alpha test in the fragment shader
  119169. */
  119170. export class AlphaTestBlock extends NodeMaterialBlock {
  119171. /**
  119172. * Gets or sets the alpha value where alpha testing happens
  119173. */
  119174. alphaCutOff: number;
  119175. /**
  119176. * Create a new AlphaTestBlock
  119177. * @param name defines the block name
  119178. */
  119179. constructor(name: string);
  119180. /**
  119181. * Gets the current class name
  119182. * @returns the class name
  119183. */
  119184. getClassName(): string;
  119185. /**
  119186. * Gets the color input component
  119187. */
  119188. readonly color: NodeMaterialConnectionPoint;
  119189. /**
  119190. * Gets the alpha input component
  119191. */
  119192. readonly alpha: NodeMaterialConnectionPoint;
  119193. protected _buildBlock(state: NodeMaterialBuildState): this;
  119194. protected _dumpPropertiesCode(): string;
  119195. serialize(): any;
  119196. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119197. }
  119198. }
  119199. declare module BABYLON {
  119200. /**
  119201. * Block used to add image processing support to fragment shader
  119202. */
  119203. export class ImageProcessingBlock extends NodeMaterialBlock {
  119204. /**
  119205. * Create a new ImageProcessingBlock
  119206. * @param name defines the block name
  119207. */
  119208. constructor(name: string);
  119209. /**
  119210. * Gets the current class name
  119211. * @returns the class name
  119212. */
  119213. getClassName(): string;
  119214. /**
  119215. * Gets the color input component
  119216. */
  119217. readonly color: NodeMaterialConnectionPoint;
  119218. /**
  119219. * Gets the output component
  119220. */
  119221. readonly output: NodeMaterialConnectionPoint;
  119222. /**
  119223. * Initialize the block and prepare the context for build
  119224. * @param state defines the state that will be used for the build
  119225. */
  119226. initialize(state: NodeMaterialBuildState): void;
  119227. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119228. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119229. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119230. protected _buildBlock(state: NodeMaterialBuildState): this;
  119231. }
  119232. }
  119233. declare module BABYLON {
  119234. /**
  119235. * Block used to pertub normals based on a normal map
  119236. */
  119237. export class PerturbNormalBlock extends NodeMaterialBlock {
  119238. private _tangentSpaceParameterName;
  119239. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  119240. invertX: boolean;
  119241. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  119242. invertY: boolean;
  119243. /**
  119244. * Create a new PerturbNormalBlock
  119245. * @param name defines the block name
  119246. */
  119247. constructor(name: string);
  119248. /**
  119249. * Gets the current class name
  119250. * @returns the class name
  119251. */
  119252. getClassName(): string;
  119253. /**
  119254. * Gets the world position input component
  119255. */
  119256. readonly worldPosition: NodeMaterialConnectionPoint;
  119257. /**
  119258. * Gets the world normal input component
  119259. */
  119260. readonly worldNormal: NodeMaterialConnectionPoint;
  119261. /**
  119262. * Gets the uv input component
  119263. */
  119264. readonly uv: NodeMaterialConnectionPoint;
  119265. /**
  119266. * Gets the normal map color input component
  119267. */
  119268. readonly normalMapColor: NodeMaterialConnectionPoint;
  119269. /**
  119270. * Gets the strength input component
  119271. */
  119272. readonly strength: NodeMaterialConnectionPoint;
  119273. /**
  119274. * Gets the output component
  119275. */
  119276. readonly output: NodeMaterialConnectionPoint;
  119277. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119278. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119279. autoConfigure(material: NodeMaterial): void;
  119280. protected _buildBlock(state: NodeMaterialBuildState): this;
  119281. protected _dumpPropertiesCode(): string;
  119282. serialize(): any;
  119283. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119284. }
  119285. }
  119286. declare module BABYLON {
  119287. /**
  119288. * Block used to add support for scene fog
  119289. */
  119290. export class FogBlock extends NodeMaterialBlock {
  119291. private _fogDistanceName;
  119292. private _fogParameters;
  119293. /**
  119294. * Create a new FogBlock
  119295. * @param name defines the block name
  119296. */
  119297. constructor(name: string);
  119298. /**
  119299. * Gets the current class name
  119300. * @returns the class name
  119301. */
  119302. getClassName(): string;
  119303. /**
  119304. * Gets the world position input component
  119305. */
  119306. readonly worldPosition: NodeMaterialConnectionPoint;
  119307. /**
  119308. * Gets the view input component
  119309. */
  119310. readonly view: NodeMaterialConnectionPoint;
  119311. /**
  119312. * Gets the color input component
  119313. */
  119314. readonly input: NodeMaterialConnectionPoint;
  119315. /**
  119316. * Gets the fog color input component
  119317. */
  119318. readonly fogColor: NodeMaterialConnectionPoint;
  119319. /**
  119320. * Gets the output component
  119321. */
  119322. readonly output: NodeMaterialConnectionPoint;
  119323. autoConfigure(material: NodeMaterial): void;
  119324. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119325. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119326. protected _buildBlock(state: NodeMaterialBuildState): this;
  119327. }
  119328. }
  119329. declare module BABYLON {
  119330. /**
  119331. * Block used to add light in the fragment shader
  119332. */
  119333. export class LightBlock extends NodeMaterialBlock {
  119334. private _lightId;
  119335. /**
  119336. * Gets or sets the light associated with this block
  119337. */
  119338. light: Nullable<Light>;
  119339. /**
  119340. * Create a new LightBlock
  119341. * @param name defines the block name
  119342. */
  119343. constructor(name: string);
  119344. /**
  119345. * Gets the current class name
  119346. * @returns the class name
  119347. */
  119348. getClassName(): string;
  119349. /**
  119350. * Gets the world position input component
  119351. */
  119352. readonly worldPosition: NodeMaterialConnectionPoint;
  119353. /**
  119354. * Gets the world normal input component
  119355. */
  119356. readonly worldNormal: NodeMaterialConnectionPoint;
  119357. /**
  119358. * Gets the camera (or eye) position component
  119359. */
  119360. readonly cameraPosition: NodeMaterialConnectionPoint;
  119361. /**
  119362. * Gets the diffuse output component
  119363. */
  119364. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119365. /**
  119366. * Gets the specular output component
  119367. */
  119368. readonly specularOutput: NodeMaterialConnectionPoint;
  119369. autoConfigure(material: NodeMaterial): void;
  119370. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119371. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119372. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119373. private _injectVertexCode;
  119374. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119375. serialize(): any;
  119376. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119377. }
  119378. }
  119379. declare module BABYLON {
  119380. /**
  119381. * Block used to multiply 2 values
  119382. */
  119383. export class MultiplyBlock extends NodeMaterialBlock {
  119384. /**
  119385. * Creates a new MultiplyBlock
  119386. * @param name defines the block name
  119387. */
  119388. constructor(name: string);
  119389. /**
  119390. * Gets the current class name
  119391. * @returns the class name
  119392. */
  119393. getClassName(): string;
  119394. /**
  119395. * Gets the left operand input component
  119396. */
  119397. readonly left: NodeMaterialConnectionPoint;
  119398. /**
  119399. * Gets the right operand input component
  119400. */
  119401. readonly right: NodeMaterialConnectionPoint;
  119402. /**
  119403. * Gets the output component
  119404. */
  119405. readonly output: NodeMaterialConnectionPoint;
  119406. protected _buildBlock(state: NodeMaterialBuildState): this;
  119407. }
  119408. }
  119409. declare module BABYLON {
  119410. /**
  119411. * Block used to add 2 vectors
  119412. */
  119413. export class AddBlock extends NodeMaterialBlock {
  119414. /**
  119415. * Creates a new AddBlock
  119416. * @param name defines the block name
  119417. */
  119418. constructor(name: string);
  119419. /**
  119420. * Gets the current class name
  119421. * @returns the class name
  119422. */
  119423. getClassName(): string;
  119424. /**
  119425. * Gets the left operand input component
  119426. */
  119427. readonly left: NodeMaterialConnectionPoint;
  119428. /**
  119429. * Gets the right operand input component
  119430. */
  119431. readonly right: NodeMaterialConnectionPoint;
  119432. /**
  119433. * Gets the output component
  119434. */
  119435. readonly output: NodeMaterialConnectionPoint;
  119436. protected _buildBlock(state: NodeMaterialBuildState): this;
  119437. }
  119438. }
  119439. declare module BABYLON {
  119440. /**
  119441. * Block used to scale a vector by a float
  119442. */
  119443. export class ScaleBlock extends NodeMaterialBlock {
  119444. /**
  119445. * Creates a new ScaleBlock
  119446. * @param name defines the block name
  119447. */
  119448. constructor(name: string);
  119449. /**
  119450. * Gets the current class name
  119451. * @returns the class name
  119452. */
  119453. getClassName(): string;
  119454. /**
  119455. * Gets the input component
  119456. */
  119457. readonly input: NodeMaterialConnectionPoint;
  119458. /**
  119459. * Gets the factor input component
  119460. */
  119461. readonly factor: NodeMaterialConnectionPoint;
  119462. /**
  119463. * Gets the output component
  119464. */
  119465. readonly output: NodeMaterialConnectionPoint;
  119466. protected _buildBlock(state: NodeMaterialBuildState): this;
  119467. }
  119468. }
  119469. declare module BABYLON {
  119470. /**
  119471. * Block used to clamp a float
  119472. */
  119473. export class ClampBlock extends NodeMaterialBlock {
  119474. /** Gets or sets the minimum range */
  119475. minimum: number;
  119476. /** Gets or sets the maximum range */
  119477. maximum: number;
  119478. /**
  119479. * Creates a new ClampBlock
  119480. * @param name defines the block name
  119481. */
  119482. constructor(name: string);
  119483. /**
  119484. * Gets the current class name
  119485. * @returns the class name
  119486. */
  119487. getClassName(): string;
  119488. /**
  119489. * Gets the value input component
  119490. */
  119491. readonly value: NodeMaterialConnectionPoint;
  119492. /**
  119493. * Gets the output component
  119494. */
  119495. readonly output: NodeMaterialConnectionPoint;
  119496. protected _buildBlock(state: NodeMaterialBuildState): this;
  119497. protected _dumpPropertiesCode(): string;
  119498. serialize(): any;
  119499. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119500. }
  119501. }
  119502. declare module BABYLON {
  119503. /**
  119504. * Block used to apply a cross product between 2 vectors
  119505. */
  119506. export class CrossBlock extends NodeMaterialBlock {
  119507. /**
  119508. * Creates a new CrossBlock
  119509. * @param name defines the block name
  119510. */
  119511. constructor(name: string);
  119512. /**
  119513. * Gets the current class name
  119514. * @returns the class name
  119515. */
  119516. getClassName(): string;
  119517. /**
  119518. * Gets the left operand input component
  119519. */
  119520. readonly left: NodeMaterialConnectionPoint;
  119521. /**
  119522. * Gets the right operand input component
  119523. */
  119524. readonly right: NodeMaterialConnectionPoint;
  119525. /**
  119526. * Gets the output component
  119527. */
  119528. readonly output: NodeMaterialConnectionPoint;
  119529. protected _buildBlock(state: NodeMaterialBuildState): this;
  119530. }
  119531. }
  119532. declare module BABYLON {
  119533. /**
  119534. * Block used to apply a dot product between 2 vectors
  119535. */
  119536. export class DotBlock extends NodeMaterialBlock {
  119537. /**
  119538. * Creates a new DotBlock
  119539. * @param name defines the block name
  119540. */
  119541. constructor(name: string);
  119542. /**
  119543. * Gets the current class name
  119544. * @returns the class name
  119545. */
  119546. getClassName(): string;
  119547. /**
  119548. * Gets the left operand input component
  119549. */
  119550. readonly left: NodeMaterialConnectionPoint;
  119551. /**
  119552. * Gets the right operand input component
  119553. */
  119554. readonly right: NodeMaterialConnectionPoint;
  119555. /**
  119556. * Gets the output component
  119557. */
  119558. readonly output: NodeMaterialConnectionPoint;
  119559. protected _buildBlock(state: NodeMaterialBuildState): this;
  119560. }
  119561. }
  119562. declare module BABYLON {
  119563. /**
  119564. * Block used to remap a float from a range to a new one
  119565. */
  119566. export class RemapBlock extends NodeMaterialBlock {
  119567. /**
  119568. * Gets or sets the source range
  119569. */
  119570. sourceRange: Vector2;
  119571. /**
  119572. * Gets or sets the target range
  119573. */
  119574. targetRange: Vector2;
  119575. /**
  119576. * Creates a new RemapBlock
  119577. * @param name defines the block name
  119578. */
  119579. constructor(name: string);
  119580. /**
  119581. * Gets the current class name
  119582. * @returns the class name
  119583. */
  119584. getClassName(): string;
  119585. /**
  119586. * Gets the input component
  119587. */
  119588. readonly input: NodeMaterialConnectionPoint;
  119589. /**
  119590. * Gets the source min input component
  119591. */
  119592. readonly sourceMin: NodeMaterialConnectionPoint;
  119593. /**
  119594. * Gets the source max input component
  119595. */
  119596. readonly sourceMax: NodeMaterialConnectionPoint;
  119597. /**
  119598. * Gets the target min input component
  119599. */
  119600. readonly targetMin: NodeMaterialConnectionPoint;
  119601. /**
  119602. * Gets the target max input component
  119603. */
  119604. readonly targetMax: NodeMaterialConnectionPoint;
  119605. /**
  119606. * Gets the output component
  119607. */
  119608. readonly output: NodeMaterialConnectionPoint;
  119609. protected _buildBlock(state: NodeMaterialBuildState): this;
  119610. protected _dumpPropertiesCode(): string;
  119611. serialize(): any;
  119612. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119613. }
  119614. }
  119615. declare module BABYLON {
  119616. /**
  119617. * Block used to normalize a vector
  119618. */
  119619. export class NormalizeBlock extends NodeMaterialBlock {
  119620. /**
  119621. * Creates a new NormalizeBlock
  119622. * @param name defines the block name
  119623. */
  119624. constructor(name: string);
  119625. /**
  119626. * Gets the current class name
  119627. * @returns the class name
  119628. */
  119629. getClassName(): string;
  119630. /**
  119631. * Gets the input component
  119632. */
  119633. readonly input: NodeMaterialConnectionPoint;
  119634. /**
  119635. * Gets the output component
  119636. */
  119637. readonly output: NodeMaterialConnectionPoint;
  119638. protected _buildBlock(state: NodeMaterialBuildState): this;
  119639. }
  119640. }
  119641. declare module BABYLON {
  119642. /**
  119643. * Operations supported by the Trigonometry block
  119644. */
  119645. export enum TrigonometryBlockOperations {
  119646. /** Cos */
  119647. Cos = 0,
  119648. /** Sin */
  119649. Sin = 1,
  119650. /** Abs */
  119651. Abs = 2,
  119652. /** Exp */
  119653. Exp = 3,
  119654. /** Exp2 */
  119655. Exp2 = 4,
  119656. /** Round */
  119657. Round = 5,
  119658. /** Floor */
  119659. Floor = 6,
  119660. /** Ceiling */
  119661. Ceiling = 7
  119662. }
  119663. /**
  119664. * Block used to apply trigonometry operation to floats
  119665. */
  119666. export class TrigonometryBlock extends NodeMaterialBlock {
  119667. /**
  119668. * Gets or sets the operation applied by the block
  119669. */
  119670. operation: TrigonometryBlockOperations;
  119671. /**
  119672. * Creates a new TrigonometryBlock
  119673. * @param name defines the block name
  119674. */
  119675. constructor(name: string);
  119676. /**
  119677. * Gets the current class name
  119678. * @returns the class name
  119679. */
  119680. getClassName(): string;
  119681. /**
  119682. * Gets the input component
  119683. */
  119684. readonly input: NodeMaterialConnectionPoint;
  119685. /**
  119686. * Gets the output component
  119687. */
  119688. readonly output: NodeMaterialConnectionPoint;
  119689. protected _buildBlock(state: NodeMaterialBuildState): this;
  119690. serialize(): any;
  119691. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119692. }
  119693. }
  119694. declare module BABYLON {
  119695. /**
  119696. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119697. */
  119698. export class ColorMergerBlock extends NodeMaterialBlock {
  119699. /**
  119700. * Create a new ColorMergerBlock
  119701. * @param name defines the block name
  119702. */
  119703. constructor(name: string);
  119704. /**
  119705. * Gets the current class name
  119706. * @returns the class name
  119707. */
  119708. getClassName(): string;
  119709. /**
  119710. * Gets the r component (input)
  119711. */
  119712. readonly r: NodeMaterialConnectionPoint;
  119713. /**
  119714. * Gets the g component (input)
  119715. */
  119716. readonly g: NodeMaterialConnectionPoint;
  119717. /**
  119718. * Gets the b component (input)
  119719. */
  119720. readonly b: NodeMaterialConnectionPoint;
  119721. /**
  119722. * Gets the a component (input)
  119723. */
  119724. readonly a: NodeMaterialConnectionPoint;
  119725. /**
  119726. * Gets the rgba component (output)
  119727. */
  119728. readonly rgba: NodeMaterialConnectionPoint;
  119729. /**
  119730. * Gets the rgb component (output)
  119731. */
  119732. readonly rgb: NodeMaterialConnectionPoint;
  119733. protected _buildBlock(state: NodeMaterialBuildState): this;
  119734. }
  119735. }
  119736. declare module BABYLON {
  119737. /**
  119738. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119739. */
  119740. export class VectorMergerBlock extends NodeMaterialBlock {
  119741. /**
  119742. * Create a new VectorMergerBlock
  119743. * @param name defines the block name
  119744. */
  119745. constructor(name: string);
  119746. /**
  119747. * Gets the current class name
  119748. * @returns the class name
  119749. */
  119750. getClassName(): string;
  119751. /**
  119752. * Gets the x component (input)
  119753. */
  119754. readonly x: NodeMaterialConnectionPoint;
  119755. /**
  119756. * Gets the y component (input)
  119757. */
  119758. readonly y: NodeMaterialConnectionPoint;
  119759. /**
  119760. * Gets the z component (input)
  119761. */
  119762. readonly z: NodeMaterialConnectionPoint;
  119763. /**
  119764. * Gets the w component (input)
  119765. */
  119766. readonly w: NodeMaterialConnectionPoint;
  119767. /**
  119768. * Gets the xyzw component (output)
  119769. */
  119770. readonly xyzw: NodeMaterialConnectionPoint;
  119771. /**
  119772. * Gets the xyz component (output)
  119773. */
  119774. readonly xyz: NodeMaterialConnectionPoint;
  119775. /**
  119776. * Gets the xy component (output)
  119777. */
  119778. readonly xy: NodeMaterialConnectionPoint;
  119779. protected _buildBlock(state: NodeMaterialBuildState): this;
  119780. }
  119781. }
  119782. declare module BABYLON {
  119783. /**
  119784. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119785. */
  119786. export class ColorSplitterBlock extends NodeMaterialBlock {
  119787. /**
  119788. * Create a new ColorSplitterBlock
  119789. * @param name defines the block name
  119790. */
  119791. constructor(name: string);
  119792. /**
  119793. * Gets the current class name
  119794. * @returns the class name
  119795. */
  119796. getClassName(): string;
  119797. /**
  119798. * Gets the rgba component (input)
  119799. */
  119800. readonly rgba: NodeMaterialConnectionPoint;
  119801. /**
  119802. * Gets the rgb component (input)
  119803. */
  119804. readonly rgbIn: NodeMaterialConnectionPoint;
  119805. /**
  119806. * Gets the rgb component (output)
  119807. */
  119808. readonly rgbOut: NodeMaterialConnectionPoint;
  119809. /**
  119810. * Gets the r component (output)
  119811. */
  119812. readonly r: NodeMaterialConnectionPoint;
  119813. /**
  119814. * Gets the g component (output)
  119815. */
  119816. readonly g: NodeMaterialConnectionPoint;
  119817. /**
  119818. * Gets the b component (output)
  119819. */
  119820. readonly b: NodeMaterialConnectionPoint;
  119821. /**
  119822. * Gets the a component (output)
  119823. */
  119824. readonly a: NodeMaterialConnectionPoint;
  119825. protected _inputRename(name: string): string;
  119826. protected _outputRename(name: string): string;
  119827. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119828. }
  119829. }
  119830. declare module BABYLON {
  119831. /**
  119832. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119833. */
  119834. export class VectorSplitterBlock extends NodeMaterialBlock {
  119835. /**
  119836. * Create a new VectorSplitterBlock
  119837. * @param name defines the block name
  119838. */
  119839. constructor(name: string);
  119840. /**
  119841. * Gets the current class name
  119842. * @returns the class name
  119843. */
  119844. getClassName(): string;
  119845. /**
  119846. * Gets the xyzw component (input)
  119847. */
  119848. readonly xyzw: NodeMaterialConnectionPoint;
  119849. /**
  119850. * Gets the xyz component (input)
  119851. */
  119852. readonly xyzIn: NodeMaterialConnectionPoint;
  119853. /**
  119854. * Gets the xy component (input)
  119855. */
  119856. readonly xyIn: NodeMaterialConnectionPoint;
  119857. /**
  119858. * Gets the xyz component (output)
  119859. */
  119860. readonly xyzOut: NodeMaterialConnectionPoint;
  119861. /**
  119862. * Gets the xy component (output)
  119863. */
  119864. readonly xyOut: NodeMaterialConnectionPoint;
  119865. /**
  119866. * Gets the x component (output)
  119867. */
  119868. readonly x: NodeMaterialConnectionPoint;
  119869. /**
  119870. * Gets the y component (output)
  119871. */
  119872. readonly y: NodeMaterialConnectionPoint;
  119873. /**
  119874. * Gets the z component (output)
  119875. */
  119876. readonly z: NodeMaterialConnectionPoint;
  119877. /**
  119878. * Gets the w component (output)
  119879. */
  119880. readonly w: NodeMaterialConnectionPoint;
  119881. protected _inputRename(name: string): string;
  119882. protected _outputRename(name: string): string;
  119883. protected _buildBlock(state: NodeMaterialBuildState): this;
  119884. }
  119885. }
  119886. declare module BABYLON {
  119887. /**
  119888. * Block used to lerp 2 values
  119889. */
  119890. export class LerpBlock extends NodeMaterialBlock {
  119891. /**
  119892. * Creates a new LerpBlock
  119893. * @param name defines the block name
  119894. */
  119895. constructor(name: string);
  119896. /**
  119897. * Gets the current class name
  119898. * @returns the class name
  119899. */
  119900. getClassName(): string;
  119901. /**
  119902. * Gets the left operand input component
  119903. */
  119904. readonly left: NodeMaterialConnectionPoint;
  119905. /**
  119906. * Gets the right operand input component
  119907. */
  119908. readonly right: NodeMaterialConnectionPoint;
  119909. /**
  119910. * Gets the gradient operand input component
  119911. */
  119912. readonly gradient: NodeMaterialConnectionPoint;
  119913. /**
  119914. * Gets the output component
  119915. */
  119916. readonly output: NodeMaterialConnectionPoint;
  119917. protected _buildBlock(state: NodeMaterialBuildState): this;
  119918. }
  119919. }
  119920. declare module BABYLON {
  119921. /**
  119922. * Block used to divide 2 vectors
  119923. */
  119924. export class DivideBlock extends NodeMaterialBlock {
  119925. /**
  119926. * Creates a new DivideBlock
  119927. * @param name defines the block name
  119928. */
  119929. constructor(name: string);
  119930. /**
  119931. * Gets the current class name
  119932. * @returns the class name
  119933. */
  119934. getClassName(): string;
  119935. /**
  119936. * Gets the left operand input component
  119937. */
  119938. readonly left: NodeMaterialConnectionPoint;
  119939. /**
  119940. * Gets the right operand input component
  119941. */
  119942. readonly right: NodeMaterialConnectionPoint;
  119943. /**
  119944. * Gets the output component
  119945. */
  119946. readonly output: NodeMaterialConnectionPoint;
  119947. protected _buildBlock(state: NodeMaterialBuildState): this;
  119948. }
  119949. }
  119950. declare module BABYLON {
  119951. /**
  119952. * Block used to subtract 2 vectors
  119953. */
  119954. export class SubtractBlock extends NodeMaterialBlock {
  119955. /**
  119956. * Creates a new SubtractBlock
  119957. * @param name defines the block name
  119958. */
  119959. constructor(name: string);
  119960. /**
  119961. * Gets the current class name
  119962. * @returns the class name
  119963. */
  119964. getClassName(): string;
  119965. /**
  119966. * Gets the left operand input component
  119967. */
  119968. readonly left: NodeMaterialConnectionPoint;
  119969. /**
  119970. * Gets the right operand input component
  119971. */
  119972. readonly right: NodeMaterialConnectionPoint;
  119973. /**
  119974. * Gets the output component
  119975. */
  119976. readonly output: NodeMaterialConnectionPoint;
  119977. protected _buildBlock(state: NodeMaterialBuildState): this;
  119978. }
  119979. }
  119980. declare module BABYLON {
  119981. /**
  119982. * Block used to step a value
  119983. */
  119984. export class StepBlock extends NodeMaterialBlock {
  119985. /**
  119986. * Creates a new AddBlock
  119987. * @param name defines the block name
  119988. */
  119989. constructor(name: string);
  119990. /**
  119991. * Gets the current class name
  119992. * @returns the class name
  119993. */
  119994. getClassName(): string;
  119995. /**
  119996. * Gets the value operand input component
  119997. */
  119998. readonly value: NodeMaterialConnectionPoint;
  119999. /**
  120000. * Gets the edge operand input component
  120001. */
  120002. readonly edge: NodeMaterialConnectionPoint;
  120003. /**
  120004. * Gets the output component
  120005. */
  120006. readonly output: NodeMaterialConnectionPoint;
  120007. protected _buildBlock(state: NodeMaterialBuildState): this;
  120008. }
  120009. }
  120010. declare module BABYLON {
  120011. /**
  120012. * Block used to get the opposite (1 - x) of a value
  120013. */
  120014. export class OneMinusBlock extends NodeMaterialBlock {
  120015. /**
  120016. * Creates a new OneMinusBlock
  120017. * @param name defines the block name
  120018. */
  120019. constructor(name: string);
  120020. /**
  120021. * Gets the current class name
  120022. * @returns the class name
  120023. */
  120024. getClassName(): string;
  120025. /**
  120026. * Gets the input component
  120027. */
  120028. readonly input: NodeMaterialConnectionPoint;
  120029. /**
  120030. * Gets the output component
  120031. */
  120032. readonly output: NodeMaterialConnectionPoint;
  120033. protected _buildBlock(state: NodeMaterialBuildState): this;
  120034. }
  120035. }
  120036. declare module BABYLON {
  120037. /**
  120038. * Block used to get the view direction
  120039. */
  120040. export class ViewDirectionBlock extends NodeMaterialBlock {
  120041. /**
  120042. * Creates a new ViewDirectionBlock
  120043. * @param name defines the block name
  120044. */
  120045. constructor(name: string);
  120046. /**
  120047. * Gets the current class name
  120048. * @returns the class name
  120049. */
  120050. getClassName(): string;
  120051. /**
  120052. * Gets the world position component
  120053. */
  120054. readonly worldPosition: NodeMaterialConnectionPoint;
  120055. /**
  120056. * Gets the camera position component
  120057. */
  120058. readonly cameraPosition: NodeMaterialConnectionPoint;
  120059. /**
  120060. * Gets the output component
  120061. */
  120062. readonly output: NodeMaterialConnectionPoint;
  120063. autoConfigure(material: NodeMaterial): void;
  120064. protected _buildBlock(state: NodeMaterialBuildState): this;
  120065. }
  120066. }
  120067. declare module BABYLON {
  120068. /**
  120069. * Block used to compute fresnel value
  120070. */
  120071. export class FresnelBlock extends NodeMaterialBlock {
  120072. /**
  120073. * Create a new FresnelBlock
  120074. * @param name defines the block name
  120075. */
  120076. constructor(name: string);
  120077. /**
  120078. * Gets the current class name
  120079. * @returns the class name
  120080. */
  120081. getClassName(): string;
  120082. /**
  120083. * Gets the world normal input component
  120084. */
  120085. readonly worldNormal: NodeMaterialConnectionPoint;
  120086. /**
  120087. * Gets the view direction input component
  120088. */
  120089. readonly viewDirection: NodeMaterialConnectionPoint;
  120090. /**
  120091. * Gets the bias input component
  120092. */
  120093. readonly bias: NodeMaterialConnectionPoint;
  120094. /**
  120095. * Gets the camera (or eye) position component
  120096. */
  120097. readonly power: NodeMaterialConnectionPoint;
  120098. /**
  120099. * Gets the fresnel output component
  120100. */
  120101. readonly fresnel: NodeMaterialConnectionPoint;
  120102. autoConfigure(material: NodeMaterial): void;
  120103. protected _buildBlock(state: NodeMaterialBuildState): this;
  120104. }
  120105. }
  120106. declare module BABYLON {
  120107. /**
  120108. * Block used to get the max of 2 values
  120109. */
  120110. export class MaxBlock extends NodeMaterialBlock {
  120111. /**
  120112. * Creates a new MaxBlock
  120113. * @param name defines the block name
  120114. */
  120115. constructor(name: string);
  120116. /**
  120117. * Gets the current class name
  120118. * @returns the class name
  120119. */
  120120. getClassName(): string;
  120121. /**
  120122. * Gets the left operand input component
  120123. */
  120124. readonly left: NodeMaterialConnectionPoint;
  120125. /**
  120126. * Gets the right operand input component
  120127. */
  120128. readonly right: NodeMaterialConnectionPoint;
  120129. /**
  120130. * Gets the output component
  120131. */
  120132. readonly output: NodeMaterialConnectionPoint;
  120133. protected _buildBlock(state: NodeMaterialBuildState): this;
  120134. }
  120135. }
  120136. declare module BABYLON {
  120137. /**
  120138. * Block used to get the min of 2 values
  120139. */
  120140. export class MinBlock extends NodeMaterialBlock {
  120141. /**
  120142. * Creates a new MinBlock
  120143. * @param name defines the block name
  120144. */
  120145. constructor(name: string);
  120146. /**
  120147. * Gets the current class name
  120148. * @returns the class name
  120149. */
  120150. getClassName(): string;
  120151. /**
  120152. * Gets the left operand input component
  120153. */
  120154. readonly left: NodeMaterialConnectionPoint;
  120155. /**
  120156. * Gets the right operand input component
  120157. */
  120158. readonly right: NodeMaterialConnectionPoint;
  120159. /**
  120160. * Gets the output component
  120161. */
  120162. readonly output: NodeMaterialConnectionPoint;
  120163. protected _buildBlock(state: NodeMaterialBuildState): this;
  120164. }
  120165. }
  120166. declare module BABYLON {
  120167. /**
  120168. * Block used to get the distance between 2 values
  120169. */
  120170. export class DistanceBlock extends NodeMaterialBlock {
  120171. /**
  120172. * Creates a new DistanceBlock
  120173. * @param name defines the block name
  120174. */
  120175. constructor(name: string);
  120176. /**
  120177. * Gets the current class name
  120178. * @returns the class name
  120179. */
  120180. getClassName(): string;
  120181. /**
  120182. * Gets the left operand input component
  120183. */
  120184. readonly left: NodeMaterialConnectionPoint;
  120185. /**
  120186. * Gets the right operand input component
  120187. */
  120188. readonly right: NodeMaterialConnectionPoint;
  120189. /**
  120190. * Gets the output component
  120191. */
  120192. readonly output: NodeMaterialConnectionPoint;
  120193. protected _buildBlock(state: NodeMaterialBuildState): this;
  120194. }
  120195. }
  120196. declare module BABYLON {
  120197. /**
  120198. * Block used to get the length of a vector
  120199. */
  120200. export class LengthBlock extends NodeMaterialBlock {
  120201. /**
  120202. * Creates a new LengthBlock
  120203. * @param name defines the block name
  120204. */
  120205. constructor(name: string);
  120206. /**
  120207. * Gets the current class name
  120208. * @returns the class name
  120209. */
  120210. getClassName(): string;
  120211. /**
  120212. * Gets the value input component
  120213. */
  120214. readonly value: NodeMaterialConnectionPoint;
  120215. /**
  120216. * Gets the output component
  120217. */
  120218. readonly output: NodeMaterialConnectionPoint;
  120219. protected _buildBlock(state: NodeMaterialBuildState): this;
  120220. }
  120221. }
  120222. declare module BABYLON {
  120223. /**
  120224. * Block used to get negative version of a value (i.e. x * -1)
  120225. */
  120226. export class NegateBlock extends NodeMaterialBlock {
  120227. /**
  120228. * Creates a new NegateBlock
  120229. * @param name defines the block name
  120230. */
  120231. constructor(name: string);
  120232. /**
  120233. * Gets the current class name
  120234. * @returns the class name
  120235. */
  120236. getClassName(): string;
  120237. /**
  120238. * Gets the value input component
  120239. */
  120240. readonly value: NodeMaterialConnectionPoint;
  120241. /**
  120242. * Gets the output component
  120243. */
  120244. readonly output: NodeMaterialConnectionPoint;
  120245. protected _buildBlock(state: NodeMaterialBuildState): this;
  120246. }
  120247. }
  120248. declare module BABYLON {
  120249. /**
  120250. * Effect Render Options
  120251. */
  120252. export interface IEffectRendererOptions {
  120253. /**
  120254. * Defines the vertices positions.
  120255. */
  120256. positions?: number[];
  120257. /**
  120258. * Defines the indices.
  120259. */
  120260. indices?: number[];
  120261. }
  120262. /**
  120263. * Helper class to render one or more effects
  120264. */
  120265. export class EffectRenderer {
  120266. private engine;
  120267. private static _DefaultOptions;
  120268. private _vertexBuffers;
  120269. private _indexBuffer;
  120270. private _ringBufferIndex;
  120271. private _ringScreenBuffer;
  120272. private _fullscreenViewport;
  120273. private _getNextFrameBuffer;
  120274. /**
  120275. * Creates an effect renderer
  120276. * @param engine the engine to use for rendering
  120277. * @param options defines the options of the effect renderer
  120278. */
  120279. constructor(engine: Engine, options?: IEffectRendererOptions);
  120280. /**
  120281. * Sets the current viewport in normalized coordinates 0-1
  120282. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  120283. */
  120284. setViewport(viewport?: Viewport): void;
  120285. /**
  120286. * Binds the embedded attributes buffer to the effect.
  120287. * @param effect Defines the effect to bind the attributes for
  120288. */
  120289. bindBuffers(effect: Effect): void;
  120290. /**
  120291. * Sets the current effect wrapper to use during draw.
  120292. * The effect needs to be ready before calling this api.
  120293. * This also sets the default full screen position attribute.
  120294. * @param effectWrapper Defines the effect to draw with
  120295. */
  120296. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  120297. /**
  120298. * Draws a full screen quad.
  120299. */
  120300. draw(): void;
  120301. /**
  120302. * renders one or more effects to a specified texture
  120303. * @param effectWrappers list of effects to renderer
  120304. * @param outputTexture texture to draw to, if null it will render to the screen
  120305. */
  120306. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  120307. /**
  120308. * Disposes of the effect renderer
  120309. */
  120310. dispose(): void;
  120311. }
  120312. /**
  120313. * Options to create an EffectWrapper
  120314. */
  120315. interface EffectWrapperCreationOptions {
  120316. /**
  120317. * Engine to use to create the effect
  120318. */
  120319. engine: Engine;
  120320. /**
  120321. * Fragment shader for the effect
  120322. */
  120323. fragmentShader: string;
  120324. /**
  120325. * Vertex shader for the effect
  120326. */
  120327. vertexShader?: string;
  120328. /**
  120329. * Attributes to use in the shader
  120330. */
  120331. attributeNames?: Array<string>;
  120332. /**
  120333. * Uniforms to use in the shader
  120334. */
  120335. uniformNames?: Array<string>;
  120336. /**
  120337. * Texture sampler names to use in the shader
  120338. */
  120339. samplerNames?: Array<string>;
  120340. /**
  120341. * The friendly name of the effect displayed in Spector.
  120342. */
  120343. name?: string;
  120344. }
  120345. /**
  120346. * Wraps an effect to be used for rendering
  120347. */
  120348. export class EffectWrapper {
  120349. /**
  120350. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120351. */
  120352. onApplyObservable: Observable<{}>;
  120353. /**
  120354. * The underlying effect
  120355. */
  120356. effect: Effect;
  120357. /**
  120358. * Creates an effect to be renderer
  120359. * @param creationOptions options to create the effect
  120360. */
  120361. constructor(creationOptions: EffectWrapperCreationOptions);
  120362. /**
  120363. * Disposes of the effect wrapper
  120364. */
  120365. dispose(): void;
  120366. }
  120367. }
  120368. declare module BABYLON {
  120369. /**
  120370. * Helper class to push actions to a pool of workers.
  120371. */
  120372. export class WorkerPool implements IDisposable {
  120373. private _workerInfos;
  120374. private _pendingActions;
  120375. /**
  120376. * Constructor
  120377. * @param workers Array of workers to use for actions
  120378. */
  120379. constructor(workers: Array<Worker>);
  120380. /**
  120381. * Terminates all workers and clears any pending actions.
  120382. */
  120383. dispose(): void;
  120384. /**
  120385. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120386. * pended until a worker has completed its action.
  120387. * @param action The action to perform. Call onComplete when the action is complete.
  120388. */
  120389. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120390. private _execute;
  120391. }
  120392. }
  120393. declare module BABYLON {
  120394. /**
  120395. * Configuration for Draco compression
  120396. */
  120397. export interface IDracoCompressionConfiguration {
  120398. /**
  120399. * Configuration for the decoder.
  120400. */
  120401. decoder: {
  120402. /**
  120403. * The url to the WebAssembly module.
  120404. */
  120405. wasmUrl?: string;
  120406. /**
  120407. * The url to the WebAssembly binary.
  120408. */
  120409. wasmBinaryUrl?: string;
  120410. /**
  120411. * The url to the fallback JavaScript module.
  120412. */
  120413. fallbackUrl?: string;
  120414. };
  120415. }
  120416. /**
  120417. * Draco compression (https://google.github.io/draco/)
  120418. *
  120419. * This class wraps the Draco module.
  120420. *
  120421. * **Encoder**
  120422. *
  120423. * The encoder is not currently implemented.
  120424. *
  120425. * **Decoder**
  120426. *
  120427. * 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.
  120428. *
  120429. * To update the configuration, use the following code:
  120430. * ```javascript
  120431. * DracoCompression.Configuration = {
  120432. * decoder: {
  120433. * wasmUrl: "<url to the WebAssembly library>",
  120434. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120435. * fallbackUrl: "<url to the fallback JavaScript library>",
  120436. * }
  120437. * };
  120438. * ```
  120439. *
  120440. * 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.
  120441. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120442. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120443. *
  120444. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120445. * ```javascript
  120446. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120447. * ```
  120448. *
  120449. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120450. */
  120451. export class DracoCompression implements IDisposable {
  120452. private _workerPoolPromise?;
  120453. private _decoderModulePromise?;
  120454. /**
  120455. * The configuration. Defaults to the following urls:
  120456. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120457. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120458. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120459. */
  120460. static Configuration: IDracoCompressionConfiguration;
  120461. /**
  120462. * Returns true if the decoder configuration is available.
  120463. */
  120464. static readonly DecoderAvailable: boolean;
  120465. /**
  120466. * Default number of workers to create when creating the draco compression object.
  120467. */
  120468. static DefaultNumWorkers: number;
  120469. private static GetDefaultNumWorkers;
  120470. private static _Default;
  120471. /**
  120472. * Default instance for the draco compression object.
  120473. */
  120474. static readonly Default: DracoCompression;
  120475. /**
  120476. * Constructor
  120477. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120478. */
  120479. constructor(numWorkers?: number);
  120480. /**
  120481. * Stop all async operations and release resources.
  120482. */
  120483. dispose(): void;
  120484. /**
  120485. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120486. * @returns a promise that resolves when ready
  120487. */
  120488. whenReadyAsync(): Promise<void>;
  120489. /**
  120490. * Decode Draco compressed mesh data to vertex data.
  120491. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120492. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120493. * @returns A promise that resolves with the decoded vertex data
  120494. */
  120495. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120496. [kind: string]: number;
  120497. }): Promise<VertexData>;
  120498. }
  120499. }
  120500. declare module BABYLON {
  120501. /**
  120502. * Class for building Constructive Solid Geometry
  120503. */
  120504. export class CSG {
  120505. private polygons;
  120506. /**
  120507. * The world matrix
  120508. */
  120509. matrix: Matrix;
  120510. /**
  120511. * Stores the position
  120512. */
  120513. position: Vector3;
  120514. /**
  120515. * Stores the rotation
  120516. */
  120517. rotation: Vector3;
  120518. /**
  120519. * Stores the rotation quaternion
  120520. */
  120521. rotationQuaternion: Nullable<Quaternion>;
  120522. /**
  120523. * Stores the scaling vector
  120524. */
  120525. scaling: Vector3;
  120526. /**
  120527. * Convert the Mesh to CSG
  120528. * @param mesh The Mesh to convert to CSG
  120529. * @returns A new CSG from the Mesh
  120530. */
  120531. static FromMesh(mesh: Mesh): CSG;
  120532. /**
  120533. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120534. * @param polygons Polygons used to construct a CSG solid
  120535. */
  120536. private static FromPolygons;
  120537. /**
  120538. * Clones, or makes a deep copy, of the CSG
  120539. * @returns A new CSG
  120540. */
  120541. clone(): CSG;
  120542. /**
  120543. * Unions this CSG with another CSG
  120544. * @param csg The CSG to union against this CSG
  120545. * @returns The unioned CSG
  120546. */
  120547. union(csg: CSG): CSG;
  120548. /**
  120549. * Unions this CSG with another CSG in place
  120550. * @param csg The CSG to union against this CSG
  120551. */
  120552. unionInPlace(csg: CSG): void;
  120553. /**
  120554. * Subtracts this CSG with another CSG
  120555. * @param csg The CSG to subtract against this CSG
  120556. * @returns A new CSG
  120557. */
  120558. subtract(csg: CSG): CSG;
  120559. /**
  120560. * Subtracts this CSG with another CSG in place
  120561. * @param csg The CSG to subtact against this CSG
  120562. */
  120563. subtractInPlace(csg: CSG): void;
  120564. /**
  120565. * Intersect this CSG with another CSG
  120566. * @param csg The CSG to intersect against this CSG
  120567. * @returns A new CSG
  120568. */
  120569. intersect(csg: CSG): CSG;
  120570. /**
  120571. * Intersects this CSG with another CSG in place
  120572. * @param csg The CSG to intersect against this CSG
  120573. */
  120574. intersectInPlace(csg: CSG): void;
  120575. /**
  120576. * Return a new CSG solid with solid and empty space switched. This solid is
  120577. * not modified.
  120578. * @returns A new CSG solid with solid and empty space switched
  120579. */
  120580. inverse(): CSG;
  120581. /**
  120582. * Inverses the CSG in place
  120583. */
  120584. inverseInPlace(): void;
  120585. /**
  120586. * This is used to keep meshes transformations so they can be restored
  120587. * when we build back a Babylon Mesh
  120588. * NB : All CSG operations are performed in world coordinates
  120589. * @param csg The CSG to copy the transform attributes from
  120590. * @returns This CSG
  120591. */
  120592. copyTransformAttributes(csg: CSG): CSG;
  120593. /**
  120594. * Build Raw mesh from CSG
  120595. * Coordinates here are in world space
  120596. * @param name The name of the mesh geometry
  120597. * @param scene The Scene
  120598. * @param keepSubMeshes Specifies if the submeshes should be kept
  120599. * @returns A new Mesh
  120600. */
  120601. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120602. /**
  120603. * Build Mesh from CSG taking material and transforms into account
  120604. * @param name The name of the Mesh
  120605. * @param material The material of the Mesh
  120606. * @param scene The Scene
  120607. * @param keepSubMeshes Specifies if submeshes should be kept
  120608. * @returns The new Mesh
  120609. */
  120610. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120611. }
  120612. }
  120613. declare module BABYLON {
  120614. /**
  120615. * Class used to create a trail following a mesh
  120616. */
  120617. export class TrailMesh extends Mesh {
  120618. private _generator;
  120619. private _autoStart;
  120620. private _running;
  120621. private _diameter;
  120622. private _length;
  120623. private _sectionPolygonPointsCount;
  120624. private _sectionVectors;
  120625. private _sectionNormalVectors;
  120626. private _beforeRenderObserver;
  120627. /**
  120628. * @constructor
  120629. * @param name The value used by scene.getMeshByName() to do a lookup.
  120630. * @param generator The mesh to generate a trail.
  120631. * @param scene The scene to add this mesh to.
  120632. * @param diameter Diameter of trailing mesh. Default is 1.
  120633. * @param length Length of trailing mesh. Default is 60.
  120634. * @param autoStart Automatically start trailing mesh. Default true.
  120635. */
  120636. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120637. /**
  120638. * "TrailMesh"
  120639. * @returns "TrailMesh"
  120640. */
  120641. getClassName(): string;
  120642. private _createMesh;
  120643. /**
  120644. * Start trailing mesh.
  120645. */
  120646. start(): void;
  120647. /**
  120648. * Stop trailing mesh.
  120649. */
  120650. stop(): void;
  120651. /**
  120652. * Update trailing mesh geometry.
  120653. */
  120654. update(): void;
  120655. /**
  120656. * Returns a new TrailMesh object.
  120657. * @param name is a string, the name given to the new mesh
  120658. * @param newGenerator use new generator object for cloned trail mesh
  120659. * @returns a new mesh
  120660. */
  120661. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120662. /**
  120663. * Serializes this trail mesh
  120664. * @param serializationObject object to write serialization to
  120665. */
  120666. serialize(serializationObject: any): void;
  120667. /**
  120668. * Parses a serialized trail mesh
  120669. * @param parsedMesh the serialized mesh
  120670. * @param scene the scene to create the trail mesh in
  120671. * @returns the created trail mesh
  120672. */
  120673. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120674. }
  120675. }
  120676. declare module BABYLON {
  120677. /**
  120678. * Class containing static functions to help procedurally build meshes
  120679. */
  120680. export class TiledBoxBuilder {
  120681. /**
  120682. * Creates a box mesh
  120683. * 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)
  120684. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120686. * * If you create a double-sided mesh, you can choose what parts of 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
  120687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120688. * @param name defines the name of the mesh
  120689. * @param options defines the options used to create the mesh
  120690. * @param scene defines the hosting scene
  120691. * @returns the box mesh
  120692. */
  120693. static CreateTiledBox(name: string, options: {
  120694. pattern?: number;
  120695. width?: number;
  120696. height?: number;
  120697. depth?: number;
  120698. tileSize?: number;
  120699. tileWidth?: number;
  120700. tileHeight?: number;
  120701. alignHorizontal?: number;
  120702. alignVertical?: number;
  120703. faceUV?: Vector4[];
  120704. faceColors?: Color4[];
  120705. sideOrientation?: number;
  120706. updatable?: boolean;
  120707. }, scene?: Nullable<Scene>): Mesh;
  120708. }
  120709. }
  120710. declare module BABYLON {
  120711. /**
  120712. * Class containing static functions to help procedurally build meshes
  120713. */
  120714. export class TorusKnotBuilder {
  120715. /**
  120716. * Creates a torus knot mesh
  120717. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120718. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120719. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120720. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120722. * * If you create a double-sided mesh, you can choose what parts of 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
  120723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120724. * @param name defines the name of the mesh
  120725. * @param options defines the options used to create the mesh
  120726. * @param scene defines the hosting scene
  120727. * @returns the torus knot mesh
  120728. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120729. */
  120730. static CreateTorusKnot(name: string, options: {
  120731. radius?: number;
  120732. tube?: number;
  120733. radialSegments?: number;
  120734. tubularSegments?: number;
  120735. p?: number;
  120736. q?: number;
  120737. updatable?: boolean;
  120738. sideOrientation?: number;
  120739. frontUVs?: Vector4;
  120740. backUVs?: Vector4;
  120741. }, scene: any): Mesh;
  120742. }
  120743. }
  120744. declare module BABYLON {
  120745. /**
  120746. * Polygon
  120747. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120748. */
  120749. export class Polygon {
  120750. /**
  120751. * Creates a rectangle
  120752. * @param xmin bottom X coord
  120753. * @param ymin bottom Y coord
  120754. * @param xmax top X coord
  120755. * @param ymax top Y coord
  120756. * @returns points that make the resulting rectation
  120757. */
  120758. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120759. /**
  120760. * Creates a circle
  120761. * @param radius radius of circle
  120762. * @param cx scale in x
  120763. * @param cy scale in y
  120764. * @param numberOfSides number of sides that make up the circle
  120765. * @returns points that make the resulting circle
  120766. */
  120767. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120768. /**
  120769. * Creates a polygon from input string
  120770. * @param input Input polygon data
  120771. * @returns the parsed points
  120772. */
  120773. static Parse(input: string): Vector2[];
  120774. /**
  120775. * Starts building a polygon from x and y coordinates
  120776. * @param x x coordinate
  120777. * @param y y coordinate
  120778. * @returns the started path2
  120779. */
  120780. static StartingAt(x: number, y: number): Path2;
  120781. }
  120782. /**
  120783. * Builds a polygon
  120784. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120785. */
  120786. export class PolygonMeshBuilder {
  120787. private _points;
  120788. private _outlinepoints;
  120789. private _holes;
  120790. private _name;
  120791. private _scene;
  120792. private _epoints;
  120793. private _eholes;
  120794. private _addToepoint;
  120795. /**
  120796. * Babylon reference to the earcut plugin.
  120797. */
  120798. bjsEarcut: any;
  120799. /**
  120800. * Creates a PolygonMeshBuilder
  120801. * @param name name of the builder
  120802. * @param contours Path of the polygon
  120803. * @param scene scene to add to when creating the mesh
  120804. * @param earcutInjection can be used to inject your own earcut reference
  120805. */
  120806. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120807. /**
  120808. * Adds a whole within the polygon
  120809. * @param hole Array of points defining the hole
  120810. * @returns this
  120811. */
  120812. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120813. /**
  120814. * Creates the polygon
  120815. * @param updatable If the mesh should be updatable
  120816. * @param depth The depth of the mesh created
  120817. * @returns the created mesh
  120818. */
  120819. build(updatable?: boolean, depth?: number): Mesh;
  120820. /**
  120821. * Creates the polygon
  120822. * @param depth The depth of the mesh created
  120823. * @returns the created VertexData
  120824. */
  120825. buildVertexData(depth?: number): VertexData;
  120826. /**
  120827. * Adds a side to the polygon
  120828. * @param positions points that make the polygon
  120829. * @param normals normals of the polygon
  120830. * @param uvs uvs of the polygon
  120831. * @param indices indices of the polygon
  120832. * @param bounds bounds of the polygon
  120833. * @param points points of the polygon
  120834. * @param depth depth of the polygon
  120835. * @param flip flip of the polygon
  120836. */
  120837. private addSide;
  120838. }
  120839. }
  120840. declare module BABYLON {
  120841. /**
  120842. * Class containing static functions to help procedurally build meshes
  120843. */
  120844. export class PolygonBuilder {
  120845. /**
  120846. * Creates a polygon mesh
  120847. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120848. * * 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
  120849. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120851. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120852. * * Remember you can only change the shape positions, not their number when updating a polygon
  120853. * @param name defines the name of the mesh
  120854. * @param options defines the options used to create the mesh
  120855. * @param scene defines the hosting scene
  120856. * @param earcutInjection can be used to inject your own earcut reference
  120857. * @returns the polygon mesh
  120858. */
  120859. static CreatePolygon(name: string, options: {
  120860. shape: Vector3[];
  120861. holes?: Vector3[][];
  120862. depth?: number;
  120863. faceUV?: Vector4[];
  120864. faceColors?: Color4[];
  120865. updatable?: boolean;
  120866. sideOrientation?: number;
  120867. frontUVs?: Vector4;
  120868. backUVs?: Vector4;
  120869. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120870. /**
  120871. * Creates an extruded polygon mesh, with depth in the Y direction.
  120872. * * 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)
  120873. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120874. * @param name defines the name of the mesh
  120875. * @param options defines the options used to create the mesh
  120876. * @param scene defines the hosting scene
  120877. * @param earcutInjection can be used to inject your own earcut reference
  120878. * @returns the polygon mesh
  120879. */
  120880. static ExtrudePolygon(name: string, options: {
  120881. shape: Vector3[];
  120882. holes?: Vector3[][];
  120883. depth?: number;
  120884. faceUV?: Vector4[];
  120885. faceColors?: Color4[];
  120886. updatable?: boolean;
  120887. sideOrientation?: number;
  120888. frontUVs?: Vector4;
  120889. backUVs?: Vector4;
  120890. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120891. }
  120892. }
  120893. declare module BABYLON {
  120894. /**
  120895. * Class containing static functions to help procedurally build meshes
  120896. */
  120897. export class LatheBuilder {
  120898. /**
  120899. * Creates lathe mesh.
  120900. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120901. * * 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
  120902. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120903. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120904. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120905. * * 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
  120906. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120907. * * 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
  120908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120909. * * If you create a double-sided mesh, you can choose what parts of 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
  120910. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120911. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120912. * @param name defines the name of the mesh
  120913. * @param options defines the options used to create the mesh
  120914. * @param scene defines the hosting scene
  120915. * @returns the lathe mesh
  120916. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120917. */
  120918. static CreateLathe(name: string, options: {
  120919. shape: Vector3[];
  120920. radius?: number;
  120921. tessellation?: number;
  120922. clip?: number;
  120923. arc?: number;
  120924. closed?: boolean;
  120925. updatable?: boolean;
  120926. sideOrientation?: number;
  120927. frontUVs?: Vector4;
  120928. backUVs?: Vector4;
  120929. cap?: number;
  120930. invertUV?: boolean;
  120931. }, scene?: Nullable<Scene>): Mesh;
  120932. }
  120933. }
  120934. declare module BABYLON {
  120935. /**
  120936. * Class containing static functions to help procedurally build meshes
  120937. */
  120938. export class TiledPlaneBuilder {
  120939. /**
  120940. * Creates a tiled plane mesh
  120941. * * The parameter `pattern` will, depending on value, do nothing or
  120942. * * * flip (reflect about central vertical) alternate tiles across and up
  120943. * * * flip every tile on alternate rows
  120944. * * * rotate (180 degs) alternate tiles across and up
  120945. * * * rotate every tile on alternate rows
  120946. * * * flip and rotate alternate tiles across and up
  120947. * * * flip and rotate every tile on alternate rows
  120948. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120949. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120950. * * If you create a double-sided mesh, you can choose what parts of 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
  120951. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120952. * * 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)
  120953. * * 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)
  120954. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120955. * @param name defines the name of the mesh
  120956. * @param options defines the options used to create the mesh
  120957. * @param scene defines the hosting scene
  120958. * @returns the box mesh
  120959. */
  120960. static CreateTiledPlane(name: string, options: {
  120961. pattern?: number;
  120962. tileSize?: number;
  120963. tileWidth?: number;
  120964. tileHeight?: number;
  120965. size?: number;
  120966. width?: number;
  120967. height?: number;
  120968. alignHorizontal?: number;
  120969. alignVertical?: number;
  120970. sideOrientation?: number;
  120971. frontUVs?: Vector4;
  120972. backUVs?: Vector4;
  120973. updatable?: boolean;
  120974. }, scene?: Nullable<Scene>): Mesh;
  120975. }
  120976. }
  120977. declare module BABYLON {
  120978. /**
  120979. * Class containing static functions to help procedurally build meshes
  120980. */
  120981. export class TubeBuilder {
  120982. /**
  120983. * Creates a tube mesh.
  120984. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120985. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120986. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120987. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120988. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120989. * * 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)
  120990. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120991. * * 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
  120992. * * 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
  120993. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120994. * * If you create a double-sided mesh, you can choose what parts of 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
  120995. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120996. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120997. * @param name defines the name of the mesh
  120998. * @param options defines the options used to create the mesh
  120999. * @param scene defines the hosting scene
  121000. * @returns the tube mesh
  121001. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121002. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121003. */
  121004. static CreateTube(name: string, options: {
  121005. path: Vector3[];
  121006. radius?: number;
  121007. tessellation?: number;
  121008. radiusFunction?: {
  121009. (i: number, distance: number): number;
  121010. };
  121011. cap?: number;
  121012. arc?: number;
  121013. updatable?: boolean;
  121014. sideOrientation?: number;
  121015. frontUVs?: Vector4;
  121016. backUVs?: Vector4;
  121017. instance?: Mesh;
  121018. invertUV?: boolean;
  121019. }, scene?: Nullable<Scene>): Mesh;
  121020. }
  121021. }
  121022. declare module BABYLON {
  121023. /**
  121024. * Class containing static functions to help procedurally build meshes
  121025. */
  121026. export class IcoSphereBuilder {
  121027. /**
  121028. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121029. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121030. * * 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`)
  121031. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121032. * * 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
  121033. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121034. * * If you create a double-sided mesh, you can choose what parts of 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
  121035. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121036. * @param name defines the name of the mesh
  121037. * @param options defines the options used to create the mesh
  121038. * @param scene defines the hosting scene
  121039. * @returns the icosahedron mesh
  121040. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121041. */
  121042. static CreateIcoSphere(name: string, options: {
  121043. radius?: number;
  121044. radiusX?: number;
  121045. radiusY?: number;
  121046. radiusZ?: number;
  121047. flat?: boolean;
  121048. subdivisions?: number;
  121049. sideOrientation?: number;
  121050. frontUVs?: Vector4;
  121051. backUVs?: Vector4;
  121052. updatable?: boolean;
  121053. }, scene?: Nullable<Scene>): Mesh;
  121054. }
  121055. }
  121056. declare module BABYLON {
  121057. /**
  121058. * Class containing static functions to help procedurally build meshes
  121059. */
  121060. export class DecalBuilder {
  121061. /**
  121062. * Creates a decal mesh.
  121063. * 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
  121064. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121065. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121066. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121067. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121068. * @param name defines the name of the mesh
  121069. * @param sourceMesh defines the mesh where the decal must be applied
  121070. * @param options defines the options used to create the mesh
  121071. * @param scene defines the hosting scene
  121072. * @returns the decal mesh
  121073. * @see https://doc.babylonjs.com/how_to/decals
  121074. */
  121075. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121076. position?: Vector3;
  121077. normal?: Vector3;
  121078. size?: Vector3;
  121079. angle?: number;
  121080. }): Mesh;
  121081. }
  121082. }
  121083. declare module BABYLON {
  121084. /**
  121085. * Class containing static functions to help procedurally build meshes
  121086. */
  121087. export class MeshBuilder {
  121088. /**
  121089. * Creates a box mesh
  121090. * * The parameter `size` sets the size (float) of each box side (default 1)
  121091. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  121092. * * 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)
  121093. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121094. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121095. * * If you create a double-sided mesh, you can choose what parts of 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
  121096. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121097. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  121098. * @param name defines the name of the mesh
  121099. * @param options defines the options used to create the mesh
  121100. * @param scene defines the hosting scene
  121101. * @returns the box mesh
  121102. */
  121103. static CreateBox(name: string, options: {
  121104. size?: number;
  121105. width?: number;
  121106. height?: number;
  121107. depth?: number;
  121108. faceUV?: Vector4[];
  121109. faceColors?: Color4[];
  121110. sideOrientation?: number;
  121111. frontUVs?: Vector4;
  121112. backUVs?: Vector4;
  121113. updatable?: boolean;
  121114. }, scene?: Nullable<Scene>): Mesh;
  121115. /**
  121116. * Creates a tiled box mesh
  121117. * * faceTiles sets the pattern, tile size and number of tiles for a face
  121118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121119. * @param name defines the name of the mesh
  121120. * @param options defines the options used to create the mesh
  121121. * @param scene defines the hosting scene
  121122. * @returns the tiled box mesh
  121123. */
  121124. static CreateTiledBox(name: string, options: {
  121125. pattern?: number;
  121126. size?: number;
  121127. width?: number;
  121128. height?: number;
  121129. depth: number;
  121130. tileSize?: number;
  121131. tileWidth?: number;
  121132. tileHeight?: number;
  121133. faceUV?: Vector4[];
  121134. faceColors?: Color4[];
  121135. alignHorizontal?: number;
  121136. alignVertical?: number;
  121137. sideOrientation?: number;
  121138. updatable?: boolean;
  121139. }, scene?: Nullable<Scene>): Mesh;
  121140. /**
  121141. * Creates a sphere mesh
  121142. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  121143. * * 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`)
  121144. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  121145. * * 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
  121146. * * 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)
  121147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121148. * * If you create a double-sided mesh, you can choose what parts of 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
  121149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121150. * @param name defines the name of the mesh
  121151. * @param options defines the options used to create the mesh
  121152. * @param scene defines the hosting scene
  121153. * @returns the sphere mesh
  121154. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  121155. */
  121156. static CreateSphere(name: string, options: {
  121157. segments?: number;
  121158. diameter?: number;
  121159. diameterX?: number;
  121160. diameterY?: number;
  121161. diameterZ?: number;
  121162. arc?: number;
  121163. slice?: number;
  121164. sideOrientation?: number;
  121165. frontUVs?: Vector4;
  121166. backUVs?: Vector4;
  121167. updatable?: boolean;
  121168. }, scene?: Nullable<Scene>): Mesh;
  121169. /**
  121170. * Creates a plane polygonal mesh. By default, this is a disc
  121171. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  121172. * * 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
  121173. * * 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
  121174. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121175. * * If you create a double-sided mesh, you can choose what parts of 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
  121176. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121177. * @param name defines the name of the mesh
  121178. * @param options defines the options used to create the mesh
  121179. * @param scene defines the hosting scene
  121180. * @returns the plane polygonal mesh
  121181. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  121182. */
  121183. static CreateDisc(name: string, options: {
  121184. radius?: number;
  121185. tessellation?: number;
  121186. arc?: number;
  121187. updatable?: boolean;
  121188. sideOrientation?: number;
  121189. frontUVs?: Vector4;
  121190. backUVs?: Vector4;
  121191. }, scene?: Nullable<Scene>): Mesh;
  121192. /**
  121193. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121194. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121195. * * 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`)
  121196. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121197. * * 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
  121198. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121199. * * If you create a double-sided mesh, you can choose what parts of 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
  121200. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121201. * @param name defines the name of the mesh
  121202. * @param options defines the options used to create the mesh
  121203. * @param scene defines the hosting scene
  121204. * @returns the icosahedron mesh
  121205. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121206. */
  121207. static CreateIcoSphere(name: string, options: {
  121208. radius?: number;
  121209. radiusX?: number;
  121210. radiusY?: number;
  121211. radiusZ?: number;
  121212. flat?: boolean;
  121213. subdivisions?: number;
  121214. sideOrientation?: number;
  121215. frontUVs?: Vector4;
  121216. backUVs?: Vector4;
  121217. updatable?: boolean;
  121218. }, scene?: Nullable<Scene>): Mesh;
  121219. /**
  121220. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121221. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  121222. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  121223. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  121224. * * 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
  121225. * * 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
  121226. * * 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
  121227. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121228. * * If you create a double-sided mesh, you can choose what parts of 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
  121229. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121230. * * 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
  121231. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  121232. * * 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
  121233. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  121234. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121235. * @param name defines the name of the mesh
  121236. * @param options defines the options used to create the mesh
  121237. * @param scene defines the hosting scene
  121238. * @returns the ribbon mesh
  121239. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  121240. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121241. */
  121242. static CreateRibbon(name: string, options: {
  121243. pathArray: Vector3[][];
  121244. closeArray?: boolean;
  121245. closePath?: boolean;
  121246. offset?: number;
  121247. updatable?: boolean;
  121248. sideOrientation?: number;
  121249. frontUVs?: Vector4;
  121250. backUVs?: Vector4;
  121251. instance?: Mesh;
  121252. invertUV?: boolean;
  121253. uvs?: Vector2[];
  121254. colors?: Color4[];
  121255. }, scene?: Nullable<Scene>): Mesh;
  121256. /**
  121257. * Creates a cylinder or a cone mesh
  121258. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  121259. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  121260. * * 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.
  121261. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  121262. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  121263. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  121264. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  121265. * * 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).
  121266. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  121267. * * 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).
  121268. * * 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
  121269. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  121270. * * 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
  121271. * * 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.
  121272. * * If `enclose` is false, a ring surface is one element.
  121273. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  121274. * * 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
  121275. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121276. * * If you create a double-sided mesh, you can choose what parts of 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
  121277. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121278. * @param name defines the name of the mesh
  121279. * @param options defines the options used to create the mesh
  121280. * @param scene defines the hosting scene
  121281. * @returns the cylinder mesh
  121282. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  121283. */
  121284. static CreateCylinder(name: string, options: {
  121285. height?: number;
  121286. diameterTop?: number;
  121287. diameterBottom?: number;
  121288. diameter?: number;
  121289. tessellation?: number;
  121290. subdivisions?: number;
  121291. arc?: number;
  121292. faceColors?: Color4[];
  121293. faceUV?: Vector4[];
  121294. updatable?: boolean;
  121295. hasRings?: boolean;
  121296. enclose?: boolean;
  121297. cap?: number;
  121298. sideOrientation?: number;
  121299. frontUVs?: Vector4;
  121300. backUVs?: Vector4;
  121301. }, scene?: Nullable<Scene>): Mesh;
  121302. /**
  121303. * Creates a torus mesh
  121304. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  121305. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  121306. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  121307. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121308. * * If you create a double-sided mesh, you can choose what parts of 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
  121309. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121310. * @param name defines the name of the mesh
  121311. * @param options defines the options used to create the mesh
  121312. * @param scene defines the hosting scene
  121313. * @returns the torus mesh
  121314. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  121315. */
  121316. static CreateTorus(name: string, options: {
  121317. diameter?: number;
  121318. thickness?: number;
  121319. tessellation?: number;
  121320. updatable?: boolean;
  121321. sideOrientation?: number;
  121322. frontUVs?: Vector4;
  121323. backUVs?: Vector4;
  121324. }, scene?: Nullable<Scene>): Mesh;
  121325. /**
  121326. * Creates a torus knot mesh
  121327. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  121328. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  121329. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  121330. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  121331. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121332. * * If you create a double-sided mesh, you can choose what parts of 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
  121333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121334. * @param name defines the name of the mesh
  121335. * @param options defines the options used to create the mesh
  121336. * @param scene defines the hosting scene
  121337. * @returns the torus knot mesh
  121338. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  121339. */
  121340. static CreateTorusKnot(name: string, options: {
  121341. radius?: number;
  121342. tube?: number;
  121343. radialSegments?: number;
  121344. tubularSegments?: number;
  121345. p?: number;
  121346. q?: number;
  121347. updatable?: boolean;
  121348. sideOrientation?: number;
  121349. frontUVs?: Vector4;
  121350. backUVs?: Vector4;
  121351. }, scene?: Nullable<Scene>): Mesh;
  121352. /**
  121353. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121354. * * 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
  121355. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121356. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121357. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121358. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121359. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121360. * * 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
  121361. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121362. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121363. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121364. * @param name defines the name of the new line system
  121365. * @param options defines the options used to create the line system
  121366. * @param scene defines the hosting scene
  121367. * @returns a new line system mesh
  121368. */
  121369. static CreateLineSystem(name: string, options: {
  121370. lines: Vector3[][];
  121371. updatable?: boolean;
  121372. instance?: Nullable<LinesMesh>;
  121373. colors?: Nullable<Color4[][]>;
  121374. useVertexAlpha?: boolean;
  121375. }, scene: Nullable<Scene>): LinesMesh;
  121376. /**
  121377. * Creates a line mesh
  121378. * 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
  121379. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121380. * * The parameter `points` is an array successive Vector3
  121381. * * 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
  121382. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121383. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121384. * * When updating an instance, remember that only point positions can change, not the number of points
  121385. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121386. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121387. * @param name defines the name of the new line system
  121388. * @param options defines the options used to create the line system
  121389. * @param scene defines the hosting scene
  121390. * @returns a new line mesh
  121391. */
  121392. static CreateLines(name: string, options: {
  121393. points: Vector3[];
  121394. updatable?: boolean;
  121395. instance?: Nullable<LinesMesh>;
  121396. colors?: Color4[];
  121397. useVertexAlpha?: boolean;
  121398. }, scene?: Nullable<Scene>): LinesMesh;
  121399. /**
  121400. * Creates a dashed line mesh
  121401. * * 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
  121402. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121403. * * The parameter `points` is an array successive Vector3
  121404. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121405. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121406. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121407. * * 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
  121408. * * When updating an instance, remember that only point positions can change, not the number of points
  121409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121410. * @param name defines the name of the mesh
  121411. * @param options defines the options used to create the mesh
  121412. * @param scene defines the hosting scene
  121413. * @returns the dashed line mesh
  121414. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121415. */
  121416. static CreateDashedLines(name: string, options: {
  121417. points: Vector3[];
  121418. dashSize?: number;
  121419. gapSize?: number;
  121420. dashNb?: number;
  121421. updatable?: boolean;
  121422. instance?: LinesMesh;
  121423. }, scene?: Nullable<Scene>): LinesMesh;
  121424. /**
  121425. * 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.
  121426. * * 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.
  121427. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121428. * * 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.
  121429. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121430. * * 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
  121431. * * 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
  121432. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121433. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121434. * * If you create a double-sided mesh, you can choose what parts of 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
  121435. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121437. * @param name defines the name of the mesh
  121438. * @param options defines the options used to create the mesh
  121439. * @param scene defines the hosting scene
  121440. * @returns the extruded shape mesh
  121441. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121442. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121443. */
  121444. static ExtrudeShape(name: string, options: {
  121445. shape: Vector3[];
  121446. path: Vector3[];
  121447. scale?: number;
  121448. rotation?: number;
  121449. cap?: number;
  121450. updatable?: boolean;
  121451. sideOrientation?: number;
  121452. frontUVs?: Vector4;
  121453. backUVs?: Vector4;
  121454. instance?: Mesh;
  121455. invertUV?: boolean;
  121456. }, scene?: Nullable<Scene>): Mesh;
  121457. /**
  121458. * Creates an custom extruded shape mesh.
  121459. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121460. * * 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.
  121461. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121462. * * 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
  121463. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121464. * * 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
  121465. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121466. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121467. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121468. * * 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
  121469. * * 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
  121470. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121471. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121472. * * If you create a double-sided mesh, you can choose what parts of 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
  121473. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121475. * @param name defines the name of the mesh
  121476. * @param options defines the options used to create the mesh
  121477. * @param scene defines the hosting scene
  121478. * @returns the custom extruded shape mesh
  121479. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121480. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121481. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121482. */
  121483. static ExtrudeShapeCustom(name: string, options: {
  121484. shape: Vector3[];
  121485. path: Vector3[];
  121486. scaleFunction?: any;
  121487. rotationFunction?: any;
  121488. ribbonCloseArray?: boolean;
  121489. ribbonClosePath?: boolean;
  121490. cap?: number;
  121491. updatable?: boolean;
  121492. sideOrientation?: number;
  121493. frontUVs?: Vector4;
  121494. backUVs?: Vector4;
  121495. instance?: Mesh;
  121496. invertUV?: boolean;
  121497. }, scene?: Nullable<Scene>): Mesh;
  121498. /**
  121499. * Creates lathe mesh.
  121500. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121501. * * 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
  121502. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121503. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121504. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121505. * * 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
  121506. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121507. * * 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
  121508. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121509. * * If you create a double-sided mesh, you can choose what parts of 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
  121510. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121511. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121512. * @param name defines the name of the mesh
  121513. * @param options defines the options used to create the mesh
  121514. * @param scene defines the hosting scene
  121515. * @returns the lathe mesh
  121516. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121517. */
  121518. static CreateLathe(name: string, options: {
  121519. shape: Vector3[];
  121520. radius?: number;
  121521. tessellation?: number;
  121522. clip?: number;
  121523. arc?: number;
  121524. closed?: boolean;
  121525. updatable?: boolean;
  121526. sideOrientation?: number;
  121527. frontUVs?: Vector4;
  121528. backUVs?: Vector4;
  121529. cap?: number;
  121530. invertUV?: boolean;
  121531. }, scene?: Nullable<Scene>): Mesh;
  121532. /**
  121533. * Creates a tiled plane mesh
  121534. * * You can set a limited pattern arrangement with the tiles
  121535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121536. * * If you create a double-sided mesh, you can choose what parts of 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
  121537. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121538. * @param name defines the name of the mesh
  121539. * @param options defines the options used to create the mesh
  121540. * @param scene defines the hosting scene
  121541. * @returns the plane mesh
  121542. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121543. */
  121544. static CreateTiledPlane(name: string, options: {
  121545. pattern?: number;
  121546. tileSize?: number;
  121547. tileWidth?: number;
  121548. tileHeight?: number;
  121549. size?: number;
  121550. width?: number;
  121551. height?: number;
  121552. alignHorizontal?: number;
  121553. alignVertical?: number;
  121554. sideOrientation?: number;
  121555. frontUVs?: Vector4;
  121556. backUVs?: Vector4;
  121557. updatable?: boolean;
  121558. }, scene?: Nullable<Scene>): Mesh;
  121559. /**
  121560. * Creates a plane mesh
  121561. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121562. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121563. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121565. * * If you create a double-sided mesh, you can choose what parts of 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
  121566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121567. * @param name defines the name of the mesh
  121568. * @param options defines the options used to create the mesh
  121569. * @param scene defines the hosting scene
  121570. * @returns the plane mesh
  121571. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121572. */
  121573. static CreatePlane(name: string, options: {
  121574. size?: number;
  121575. width?: number;
  121576. height?: number;
  121577. sideOrientation?: number;
  121578. frontUVs?: Vector4;
  121579. backUVs?: Vector4;
  121580. updatable?: boolean;
  121581. sourcePlane?: Plane;
  121582. }, scene?: Nullable<Scene>): Mesh;
  121583. /**
  121584. * Creates a ground mesh
  121585. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121586. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121588. * @param name defines the name of the mesh
  121589. * @param options defines the options used to create the mesh
  121590. * @param scene defines the hosting scene
  121591. * @returns the ground mesh
  121592. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121593. */
  121594. static CreateGround(name: string, options: {
  121595. width?: number;
  121596. height?: number;
  121597. subdivisions?: number;
  121598. subdivisionsX?: number;
  121599. subdivisionsY?: number;
  121600. updatable?: boolean;
  121601. }, scene?: Nullable<Scene>): Mesh;
  121602. /**
  121603. * Creates a tiled ground mesh
  121604. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121605. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121606. * * 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
  121607. * * 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
  121608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121609. * @param name defines the name of the mesh
  121610. * @param options defines the options used to create the mesh
  121611. * @param scene defines the hosting scene
  121612. * @returns the tiled ground mesh
  121613. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121614. */
  121615. static CreateTiledGround(name: string, options: {
  121616. xmin: number;
  121617. zmin: number;
  121618. xmax: number;
  121619. zmax: number;
  121620. subdivisions?: {
  121621. w: number;
  121622. h: number;
  121623. };
  121624. precision?: {
  121625. w: number;
  121626. h: number;
  121627. };
  121628. updatable?: boolean;
  121629. }, scene?: Nullable<Scene>): Mesh;
  121630. /**
  121631. * Creates a ground mesh from a height map
  121632. * * The parameter `url` sets the URL of the height map image resource.
  121633. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121634. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121635. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121636. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121637. * * 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.
  121638. * * 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).
  121639. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121640. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121641. * @param name defines the name of the mesh
  121642. * @param url defines the url to the height map
  121643. * @param options defines the options used to create the mesh
  121644. * @param scene defines the hosting scene
  121645. * @returns the ground mesh
  121646. * @see https://doc.babylonjs.com/babylon101/height_map
  121647. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121648. */
  121649. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121650. width?: number;
  121651. height?: number;
  121652. subdivisions?: number;
  121653. minHeight?: number;
  121654. maxHeight?: number;
  121655. colorFilter?: Color3;
  121656. alphaFilter?: number;
  121657. updatable?: boolean;
  121658. onReady?: (mesh: GroundMesh) => void;
  121659. }, scene?: Nullable<Scene>): GroundMesh;
  121660. /**
  121661. * Creates a polygon mesh
  121662. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121663. * * 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
  121664. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121665. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121666. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121667. * * Remember you can only change the shape positions, not their number when updating a polygon
  121668. * @param name defines the name of the mesh
  121669. * @param options defines the options used to create the mesh
  121670. * @param scene defines the hosting scene
  121671. * @param earcutInjection can be used to inject your own earcut reference
  121672. * @returns the polygon mesh
  121673. */
  121674. static CreatePolygon(name: string, options: {
  121675. shape: Vector3[];
  121676. holes?: Vector3[][];
  121677. depth?: number;
  121678. faceUV?: Vector4[];
  121679. faceColors?: Color4[];
  121680. updatable?: boolean;
  121681. sideOrientation?: number;
  121682. frontUVs?: Vector4;
  121683. backUVs?: Vector4;
  121684. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121685. /**
  121686. * Creates an extruded polygon mesh, with depth in the Y direction.
  121687. * * 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)
  121688. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121689. * @param name defines the name of the mesh
  121690. * @param options defines the options used to create the mesh
  121691. * @param scene defines the hosting scene
  121692. * @param earcutInjection can be used to inject your own earcut reference
  121693. * @returns the polygon mesh
  121694. */
  121695. static ExtrudePolygon(name: string, options: {
  121696. shape: Vector3[];
  121697. holes?: Vector3[][];
  121698. depth?: number;
  121699. faceUV?: Vector4[];
  121700. faceColors?: Color4[];
  121701. updatable?: boolean;
  121702. sideOrientation?: number;
  121703. frontUVs?: Vector4;
  121704. backUVs?: Vector4;
  121705. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121706. /**
  121707. * Creates a tube mesh.
  121708. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121709. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121710. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121711. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121712. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121713. * * 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)
  121714. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121715. * * 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
  121716. * * 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
  121717. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121718. * * If you create a double-sided mesh, you can choose what parts of 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
  121719. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121721. * @param name defines the name of the mesh
  121722. * @param options defines the options used to create the mesh
  121723. * @param scene defines the hosting scene
  121724. * @returns the tube mesh
  121725. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121726. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121727. */
  121728. static CreateTube(name: string, options: {
  121729. path: Vector3[];
  121730. radius?: number;
  121731. tessellation?: number;
  121732. radiusFunction?: {
  121733. (i: number, distance: number): number;
  121734. };
  121735. cap?: number;
  121736. arc?: number;
  121737. updatable?: boolean;
  121738. sideOrientation?: number;
  121739. frontUVs?: Vector4;
  121740. backUVs?: Vector4;
  121741. instance?: Mesh;
  121742. invertUV?: boolean;
  121743. }, scene?: Nullable<Scene>): Mesh;
  121744. /**
  121745. * Creates a polyhedron mesh
  121746. * * 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
  121747. * * The parameter `size` (positive float, default 1) sets the polygon size
  121748. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121749. * * 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`
  121750. * * 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
  121751. * * 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)`)
  121752. * * 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
  121753. * * 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
  121754. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121755. * * If you create a double-sided mesh, you can choose what parts of 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
  121756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121757. * @param name defines the name of the mesh
  121758. * @param options defines the options used to create the mesh
  121759. * @param scene defines the hosting scene
  121760. * @returns the polyhedron mesh
  121761. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121762. */
  121763. static CreatePolyhedron(name: string, options: {
  121764. type?: number;
  121765. size?: number;
  121766. sizeX?: number;
  121767. sizeY?: number;
  121768. sizeZ?: number;
  121769. custom?: any;
  121770. faceUV?: Vector4[];
  121771. faceColors?: Color4[];
  121772. flat?: boolean;
  121773. updatable?: boolean;
  121774. sideOrientation?: number;
  121775. frontUVs?: Vector4;
  121776. backUVs?: Vector4;
  121777. }, scene?: Nullable<Scene>): Mesh;
  121778. /**
  121779. * Creates a decal mesh.
  121780. * 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
  121781. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121782. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121783. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121784. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121785. * @param name defines the name of the mesh
  121786. * @param sourceMesh defines the mesh where the decal must be applied
  121787. * @param options defines the options used to create the mesh
  121788. * @param scene defines the hosting scene
  121789. * @returns the decal mesh
  121790. * @see https://doc.babylonjs.com/how_to/decals
  121791. */
  121792. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121793. position?: Vector3;
  121794. normal?: Vector3;
  121795. size?: Vector3;
  121796. angle?: number;
  121797. }): Mesh;
  121798. }
  121799. }
  121800. declare module BABYLON {
  121801. /**
  121802. * A simplifier interface for future simplification implementations
  121803. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121804. */
  121805. export interface ISimplifier {
  121806. /**
  121807. * Simplification of a given mesh according to the given settings.
  121808. * Since this requires computation, it is assumed that the function runs async.
  121809. * @param settings The settings of the simplification, including quality and distance
  121810. * @param successCallback A callback that will be called after the mesh was simplified.
  121811. * @param errorCallback in case of an error, this callback will be called. optional.
  121812. */
  121813. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121814. }
  121815. /**
  121816. * Expected simplification settings.
  121817. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121818. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121819. */
  121820. export interface ISimplificationSettings {
  121821. /**
  121822. * Gets or sets the expected quality
  121823. */
  121824. quality: number;
  121825. /**
  121826. * Gets or sets the distance when this optimized version should be used
  121827. */
  121828. distance: number;
  121829. /**
  121830. * Gets an already optimized mesh
  121831. */
  121832. optimizeMesh?: boolean;
  121833. }
  121834. /**
  121835. * Class used to specify simplification options
  121836. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121837. */
  121838. export class SimplificationSettings implements ISimplificationSettings {
  121839. /** expected quality */
  121840. quality: number;
  121841. /** distance when this optimized version should be used */
  121842. distance: number;
  121843. /** already optimized mesh */
  121844. optimizeMesh?: boolean | undefined;
  121845. /**
  121846. * Creates a SimplificationSettings
  121847. * @param quality expected quality
  121848. * @param distance distance when this optimized version should be used
  121849. * @param optimizeMesh already optimized mesh
  121850. */
  121851. constructor(
  121852. /** expected quality */
  121853. quality: number,
  121854. /** distance when this optimized version should be used */
  121855. distance: number,
  121856. /** already optimized mesh */
  121857. optimizeMesh?: boolean | undefined);
  121858. }
  121859. /**
  121860. * Interface used to define a simplification task
  121861. */
  121862. export interface ISimplificationTask {
  121863. /**
  121864. * Array of settings
  121865. */
  121866. settings: Array<ISimplificationSettings>;
  121867. /**
  121868. * Simplification type
  121869. */
  121870. simplificationType: SimplificationType;
  121871. /**
  121872. * Mesh to simplify
  121873. */
  121874. mesh: Mesh;
  121875. /**
  121876. * Callback called on success
  121877. */
  121878. successCallback?: () => void;
  121879. /**
  121880. * Defines if parallel processing can be used
  121881. */
  121882. parallelProcessing: boolean;
  121883. }
  121884. /**
  121885. * Queue used to order the simplification tasks
  121886. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121887. */
  121888. export class SimplificationQueue {
  121889. private _simplificationArray;
  121890. /**
  121891. * Gets a boolean indicating that the process is still running
  121892. */
  121893. running: boolean;
  121894. /**
  121895. * Creates a new queue
  121896. */
  121897. constructor();
  121898. /**
  121899. * Adds a new simplification task
  121900. * @param task defines a task to add
  121901. */
  121902. addTask(task: ISimplificationTask): void;
  121903. /**
  121904. * Execute next task
  121905. */
  121906. executeNext(): void;
  121907. /**
  121908. * Execute a simplification task
  121909. * @param task defines the task to run
  121910. */
  121911. runSimplification(task: ISimplificationTask): void;
  121912. private getSimplifier;
  121913. }
  121914. /**
  121915. * The implemented types of simplification
  121916. * At the moment only Quadratic Error Decimation is implemented
  121917. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121918. */
  121919. export enum SimplificationType {
  121920. /** Quadratic error decimation */
  121921. QUADRATIC = 0
  121922. }
  121923. }
  121924. declare module BABYLON {
  121925. interface Scene {
  121926. /** @hidden (Backing field) */
  121927. _simplificationQueue: SimplificationQueue;
  121928. /**
  121929. * Gets or sets the simplification queue attached to the scene
  121930. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121931. */
  121932. simplificationQueue: SimplificationQueue;
  121933. }
  121934. interface Mesh {
  121935. /**
  121936. * Simplify the mesh according to the given array of settings.
  121937. * Function will return immediately and will simplify async
  121938. * @param settings a collection of simplification settings
  121939. * @param parallelProcessing should all levels calculate parallel or one after the other
  121940. * @param simplificationType the type of simplification to run
  121941. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121942. * @returns the current mesh
  121943. */
  121944. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121945. }
  121946. /**
  121947. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121948. * created in a scene
  121949. */
  121950. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121951. /**
  121952. * The component name helpfull to identify the component in the list of scene components.
  121953. */
  121954. readonly name: string;
  121955. /**
  121956. * The scene the component belongs to.
  121957. */
  121958. scene: Scene;
  121959. /**
  121960. * Creates a new instance of the component for the given scene
  121961. * @param scene Defines the scene to register the component in
  121962. */
  121963. constructor(scene: Scene);
  121964. /**
  121965. * Registers the component in a given scene
  121966. */
  121967. register(): void;
  121968. /**
  121969. * Rebuilds the elements related to this component in case of
  121970. * context lost for instance.
  121971. */
  121972. rebuild(): void;
  121973. /**
  121974. * Disposes the component and the associated ressources
  121975. */
  121976. dispose(): void;
  121977. private _beforeCameraUpdate;
  121978. }
  121979. }
  121980. declare module BABYLON {
  121981. /**
  121982. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121983. */
  121984. export interface INavigationEnginePlugin {
  121985. /**
  121986. * plugin name
  121987. */
  121988. name: string;
  121989. /**
  121990. * Creates a navigation mesh
  121991. * @param meshes array of all the geometry used to compute the navigatio mesh
  121992. * @param parameters bunch of parameters used to filter geometry
  121993. */
  121994. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121995. /**
  121996. * Create a navigation mesh debug mesh
  121997. * @param scene is where the mesh will be added
  121998. * @returns debug display mesh
  121999. */
  122000. createDebugNavMesh(scene: Scene): Mesh;
  122001. /**
  122002. * Get a navigation mesh constrained position, closest to the parameter position
  122003. * @param position world position
  122004. * @returns the closest point to position constrained by the navigation mesh
  122005. */
  122006. getClosestPoint(position: Vector3): Vector3;
  122007. /**
  122008. * Get a navigation mesh constrained position, within a particular radius
  122009. * @param position world position
  122010. * @param maxRadius the maximum distance to the constrained world position
  122011. * @returns the closest point to position constrained by the navigation mesh
  122012. */
  122013. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122014. /**
  122015. * Compute the final position from a segment made of destination-position
  122016. * @param position world position
  122017. * @param destination world position
  122018. * @returns the resulting point along the navmesh
  122019. */
  122020. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122021. /**
  122022. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122023. * @param start world position
  122024. * @param end world position
  122025. * @returns array containing world position composing the path
  122026. */
  122027. computePath(start: Vector3, end: Vector3): Vector3[];
  122028. /**
  122029. * If this plugin is supported
  122030. * @returns true if plugin is supported
  122031. */
  122032. isSupported(): boolean;
  122033. /**
  122034. * Create a new Crowd so you can add agents
  122035. * @param maxAgents the maximum agent count in the crowd
  122036. * @param maxAgentRadius the maximum radius an agent can have
  122037. * @param scene to attach the crowd to
  122038. * @returns the crowd you can add agents to
  122039. */
  122040. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122041. /**
  122042. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122043. * The queries will try to find a solution within those bounds
  122044. * default is (1,1,1)
  122045. * @param extent x,y,z value that define the extent around the queries point of reference
  122046. */
  122047. setDefaultQueryExtent(extent: Vector3): void;
  122048. /**
  122049. * Get the Bounding box extent specified by setDefaultQueryExtent
  122050. * @returns the box extent values
  122051. */
  122052. getDefaultQueryExtent(): Vector3;
  122053. /**
  122054. * Release all resources
  122055. */
  122056. dispose(): void;
  122057. }
  122058. /**
  122059. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  122060. */
  122061. export interface ICrowd {
  122062. /**
  122063. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122064. * You can attach anything to that node. The node position is updated in the scene update tick.
  122065. * @param pos world position that will be constrained by the navigation mesh
  122066. * @param parameters agent parameters
  122067. * @param transform hooked to the agent that will be update by the scene
  122068. * @returns agent index
  122069. */
  122070. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122071. /**
  122072. * Returns the agent position in world space
  122073. * @param index agent index returned by addAgent
  122074. * @returns world space position
  122075. */
  122076. getAgentPosition(index: number): Vector3;
  122077. /**
  122078. * Gets the agent velocity in world space
  122079. * @param index agent index returned by addAgent
  122080. * @returns world space velocity
  122081. */
  122082. getAgentVelocity(index: number): Vector3;
  122083. /**
  122084. * remove a particular agent previously created
  122085. * @param index agent index returned by addAgent
  122086. */
  122087. removeAgent(index: number): void;
  122088. /**
  122089. * get the list of all agents attached to this crowd
  122090. * @returns list of agent indices
  122091. */
  122092. getAgents(): number[];
  122093. /**
  122094. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122095. * @param deltaTime in seconds
  122096. */
  122097. update(deltaTime: number): void;
  122098. /**
  122099. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122100. * @param index agent index returned by addAgent
  122101. * @param destination targeted world position
  122102. */
  122103. agentGoto(index: number, destination: Vector3): void;
  122104. /**
  122105. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122106. * The queries will try to find a solution within those bounds
  122107. * default is (1,1,1)
  122108. * @param extent x,y,z value that define the extent around the queries point of reference
  122109. */
  122110. setDefaultQueryExtent(extent: Vector3): void;
  122111. /**
  122112. * Get the Bounding box extent specified by setDefaultQueryExtent
  122113. * @returns the box extent values
  122114. */
  122115. getDefaultQueryExtent(): Vector3;
  122116. /**
  122117. * Release all resources
  122118. */
  122119. dispose(): void;
  122120. }
  122121. /**
  122122. * Configures an agent
  122123. */
  122124. export interface IAgentParameters {
  122125. /**
  122126. * Agent radius. [Limit: >= 0]
  122127. */
  122128. radius: number;
  122129. /**
  122130. * Agent height. [Limit: > 0]
  122131. */
  122132. height: number;
  122133. /**
  122134. * Maximum allowed acceleration. [Limit: >= 0]
  122135. */
  122136. maxAcceleration: number;
  122137. /**
  122138. * Maximum allowed speed. [Limit: >= 0]
  122139. */
  122140. maxSpeed: number;
  122141. /**
  122142. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  122143. */
  122144. collisionQueryRange: number;
  122145. /**
  122146. * The path visibility optimization range. [Limit: > 0]
  122147. */
  122148. pathOptimizationRange: number;
  122149. /**
  122150. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  122151. */
  122152. separationWeight: number;
  122153. }
  122154. /**
  122155. * Configures the navigation mesh creation
  122156. */
  122157. export interface INavMeshParameters {
  122158. /**
  122159. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  122160. */
  122161. cs: number;
  122162. /**
  122163. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  122164. */
  122165. ch: number;
  122166. /**
  122167. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  122168. */
  122169. walkableSlopeAngle: number;
  122170. /**
  122171. * Minimum floor to 'ceiling' height that will still allow the floor area to
  122172. * be considered walkable. [Limit: >= 3] [Units: vx]
  122173. */
  122174. walkableHeight: number;
  122175. /**
  122176. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  122177. */
  122178. walkableClimb: number;
  122179. /**
  122180. * The distance to erode/shrink the walkable area of the heightfield away from
  122181. * obstructions. [Limit: >=0] [Units: vx]
  122182. */
  122183. walkableRadius: number;
  122184. /**
  122185. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  122186. */
  122187. maxEdgeLen: number;
  122188. /**
  122189. * The maximum distance a simplfied contour's border edges should deviate
  122190. * the original raw contour. [Limit: >=0] [Units: vx]
  122191. */
  122192. maxSimplificationError: number;
  122193. /**
  122194. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  122195. */
  122196. minRegionArea: number;
  122197. /**
  122198. * Any regions with a span count smaller than this value will, if possible,
  122199. * be merged with larger regions. [Limit: >=0] [Units: vx]
  122200. */
  122201. mergeRegionArea: number;
  122202. /**
  122203. * The maximum number of vertices allowed for polygons generated during the
  122204. * contour to polygon conversion process. [Limit: >= 3]
  122205. */
  122206. maxVertsPerPoly: number;
  122207. /**
  122208. * Sets the sampling distance to use when generating the detail mesh.
  122209. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  122210. */
  122211. detailSampleDist: number;
  122212. /**
  122213. * The maximum distance the detail mesh surface should deviate from heightfield
  122214. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  122215. */
  122216. detailSampleMaxError: number;
  122217. }
  122218. }
  122219. declare module BABYLON {
  122220. /**
  122221. * RecastJS navigation plugin
  122222. */
  122223. export class RecastJSPlugin implements INavigationEnginePlugin {
  122224. /**
  122225. * Reference to the Recast library
  122226. */
  122227. bjsRECAST: any;
  122228. /**
  122229. * plugin name
  122230. */
  122231. name: string;
  122232. /**
  122233. * the first navmesh created. We might extend this to support multiple navmeshes
  122234. */
  122235. navMesh: any;
  122236. /**
  122237. * Initializes the recastJS plugin
  122238. * @param recastInjection can be used to inject your own recast reference
  122239. */
  122240. constructor(recastInjection?: any);
  122241. /**
  122242. * Creates a navigation mesh
  122243. * @param meshes array of all the geometry used to compute the navigatio mesh
  122244. * @param parameters bunch of parameters used to filter geometry
  122245. */
  122246. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122247. /**
  122248. * Create a navigation mesh debug mesh
  122249. * @param scene is where the mesh will be added
  122250. * @returns debug display mesh
  122251. */
  122252. createDebugNavMesh(scene: Scene): Mesh;
  122253. /**
  122254. * Get a navigation mesh constrained position, closest to the parameter position
  122255. * @param position world position
  122256. * @returns the closest point to position constrained by the navigation mesh
  122257. */
  122258. getClosestPoint(position: Vector3): Vector3;
  122259. /**
  122260. * Get a navigation mesh constrained position, within a particular radius
  122261. * @param position world position
  122262. * @param maxRadius the maximum distance to the constrained world position
  122263. * @returns the closest point to position constrained by the navigation mesh
  122264. */
  122265. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122266. /**
  122267. * Compute the final position from a segment made of destination-position
  122268. * @param position world position
  122269. * @param destination world position
  122270. * @returns the resulting point along the navmesh
  122271. */
  122272. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122273. /**
  122274. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122275. * @param start world position
  122276. * @param end world position
  122277. * @returns array containing world position composing the path
  122278. */
  122279. computePath(start: Vector3, end: Vector3): Vector3[];
  122280. /**
  122281. * Create a new Crowd so you can add agents
  122282. * @param maxAgents the maximum agent count in the crowd
  122283. * @param maxAgentRadius the maximum radius an agent can have
  122284. * @param scene to attach the crowd to
  122285. * @returns the crowd you can add agents to
  122286. */
  122287. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122288. /**
  122289. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122290. * The queries will try to find a solution within those bounds
  122291. * default is (1,1,1)
  122292. * @param extent x,y,z value that define the extent around the queries point of reference
  122293. */
  122294. setDefaultQueryExtent(extent: Vector3): void;
  122295. /**
  122296. * Get the Bounding box extent specified by setDefaultQueryExtent
  122297. * @returns the box extent values
  122298. */
  122299. getDefaultQueryExtent(): Vector3;
  122300. /**
  122301. * Disposes
  122302. */
  122303. dispose(): void;
  122304. /**
  122305. * If this plugin is supported
  122306. * @returns true if plugin is supported
  122307. */
  122308. isSupported(): boolean;
  122309. }
  122310. /**
  122311. * Recast detour crowd implementation
  122312. */
  122313. export class RecastJSCrowd implements ICrowd {
  122314. /**
  122315. * Recast/detour plugin
  122316. */
  122317. bjsRECASTPlugin: RecastJSPlugin;
  122318. /**
  122319. * Link to the detour crowd
  122320. */
  122321. recastCrowd: any;
  122322. /**
  122323. * One transform per agent
  122324. */
  122325. transforms: TransformNode[];
  122326. /**
  122327. * All agents created
  122328. */
  122329. agents: number[];
  122330. /**
  122331. * Link to the scene is kept to unregister the crowd from the scene
  122332. */
  122333. private _scene;
  122334. /**
  122335. * Observer for crowd updates
  122336. */
  122337. private _onBeforeAnimationsObserver;
  122338. /**
  122339. * Constructor
  122340. * @param plugin recastJS plugin
  122341. * @param maxAgents the maximum agent count in the crowd
  122342. * @param maxAgentRadius the maximum radius an agent can have
  122343. * @param scene to attach the crowd to
  122344. * @returns the crowd you can add agents to
  122345. */
  122346. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122347. /**
  122348. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122349. * You can attach anything to that node. The node position is updated in the scene update tick.
  122350. * @param pos world position that will be constrained by the navigation mesh
  122351. * @param parameters agent parameters
  122352. * @param transform hooked to the agent that will be update by the scene
  122353. * @returns agent index
  122354. */
  122355. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122356. /**
  122357. * Returns the agent position in world space
  122358. * @param index agent index returned by addAgent
  122359. * @returns world space position
  122360. */
  122361. getAgentPosition(index: number): Vector3;
  122362. /**
  122363. * Returns the agent velocity in world space
  122364. * @param index agent index returned by addAgent
  122365. * @returns world space velocity
  122366. */
  122367. getAgentVelocity(index: number): Vector3;
  122368. /**
  122369. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122370. * @param index agent index returned by addAgent
  122371. * @param destination targeted world position
  122372. */
  122373. agentGoto(index: number, destination: Vector3): void;
  122374. /**
  122375. * remove a particular agent previously created
  122376. * @param index agent index returned by addAgent
  122377. */
  122378. removeAgent(index: number): void;
  122379. /**
  122380. * get the list of all agents attached to this crowd
  122381. * @returns list of agent indices
  122382. */
  122383. getAgents(): number[];
  122384. /**
  122385. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122386. * @param deltaTime in seconds
  122387. */
  122388. update(deltaTime: number): void;
  122389. /**
  122390. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122391. * The queries will try to find a solution within those bounds
  122392. * default is (1,1,1)
  122393. * @param extent x,y,z value that define the extent around the queries point of reference
  122394. */
  122395. setDefaultQueryExtent(extent: Vector3): void;
  122396. /**
  122397. * Get the Bounding box extent specified by setDefaultQueryExtent
  122398. * @returns the box extent values
  122399. */
  122400. getDefaultQueryExtent(): Vector3;
  122401. /**
  122402. * Release all resources
  122403. */
  122404. dispose(): void;
  122405. }
  122406. }
  122407. declare module BABYLON {
  122408. /**
  122409. * Class used to enable access to IndexedDB
  122410. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122411. */
  122412. export class Database implements IOfflineProvider {
  122413. private _callbackManifestChecked;
  122414. private _currentSceneUrl;
  122415. private _db;
  122416. private _enableSceneOffline;
  122417. private _enableTexturesOffline;
  122418. private _manifestVersionFound;
  122419. private _mustUpdateRessources;
  122420. private _hasReachedQuota;
  122421. private _isSupported;
  122422. private _idbFactory;
  122423. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122424. private static IsUASupportingBlobStorage;
  122425. /**
  122426. * Gets a boolean indicating if Database storate is enabled (off by default)
  122427. */
  122428. static IDBStorageEnabled: boolean;
  122429. /**
  122430. * Gets a boolean indicating if scene must be saved in the database
  122431. */
  122432. readonly enableSceneOffline: boolean;
  122433. /**
  122434. * Gets a boolean indicating if textures must be saved in the database
  122435. */
  122436. readonly enableTexturesOffline: boolean;
  122437. /**
  122438. * Creates a new Database
  122439. * @param urlToScene defines the url to load the scene
  122440. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122441. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122442. */
  122443. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122444. private static _ParseURL;
  122445. private static _ReturnFullUrlLocation;
  122446. private _checkManifestFile;
  122447. /**
  122448. * Open the database and make it available
  122449. * @param successCallback defines the callback to call on success
  122450. * @param errorCallback defines the callback to call on error
  122451. */
  122452. open(successCallback: () => void, errorCallback: () => void): void;
  122453. /**
  122454. * Loads an image from the database
  122455. * @param url defines the url to load from
  122456. * @param image defines the target DOM image
  122457. */
  122458. loadImage(url: string, image: HTMLImageElement): void;
  122459. private _loadImageFromDBAsync;
  122460. private _saveImageIntoDBAsync;
  122461. private _checkVersionFromDB;
  122462. private _loadVersionFromDBAsync;
  122463. private _saveVersionIntoDBAsync;
  122464. /**
  122465. * Loads a file from database
  122466. * @param url defines the URL to load from
  122467. * @param sceneLoaded defines a callback to call on success
  122468. * @param progressCallBack defines a callback to call when progress changed
  122469. * @param errorCallback defines a callback to call on error
  122470. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122471. */
  122472. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122473. private _loadFileAsync;
  122474. private _saveFileAsync;
  122475. /**
  122476. * Validates if xhr data is correct
  122477. * @param xhr defines the request to validate
  122478. * @param dataType defines the expected data type
  122479. * @returns true if data is correct
  122480. */
  122481. private static _ValidateXHRData;
  122482. }
  122483. }
  122484. declare module BABYLON {
  122485. /** @hidden */
  122486. export var gpuUpdateParticlesPixelShader: {
  122487. name: string;
  122488. shader: string;
  122489. };
  122490. }
  122491. declare module BABYLON {
  122492. /** @hidden */
  122493. export var gpuUpdateParticlesVertexShader: {
  122494. name: string;
  122495. shader: string;
  122496. };
  122497. }
  122498. declare module BABYLON {
  122499. /** @hidden */
  122500. export var clipPlaneFragmentDeclaration2: {
  122501. name: string;
  122502. shader: string;
  122503. };
  122504. }
  122505. declare module BABYLON {
  122506. /** @hidden */
  122507. export var gpuRenderParticlesPixelShader: {
  122508. name: string;
  122509. shader: string;
  122510. };
  122511. }
  122512. declare module BABYLON {
  122513. /** @hidden */
  122514. export var clipPlaneVertexDeclaration2: {
  122515. name: string;
  122516. shader: string;
  122517. };
  122518. }
  122519. declare module BABYLON {
  122520. /** @hidden */
  122521. export var gpuRenderParticlesVertexShader: {
  122522. name: string;
  122523. shader: string;
  122524. };
  122525. }
  122526. declare module BABYLON {
  122527. /**
  122528. * This represents a GPU particle system in Babylon
  122529. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122530. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122531. */
  122532. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122533. /**
  122534. * The layer mask we are rendering the particles through.
  122535. */
  122536. layerMask: number;
  122537. private _capacity;
  122538. private _activeCount;
  122539. private _currentActiveCount;
  122540. private _accumulatedCount;
  122541. private _renderEffect;
  122542. private _updateEffect;
  122543. private _buffer0;
  122544. private _buffer1;
  122545. private _spriteBuffer;
  122546. private _updateVAO;
  122547. private _renderVAO;
  122548. private _targetIndex;
  122549. private _sourceBuffer;
  122550. private _targetBuffer;
  122551. private _engine;
  122552. private _currentRenderId;
  122553. private _started;
  122554. private _stopped;
  122555. private _timeDelta;
  122556. private _randomTexture;
  122557. private _randomTexture2;
  122558. private _attributesStrideSize;
  122559. private _updateEffectOptions;
  122560. private _randomTextureSize;
  122561. private _actualFrame;
  122562. private readonly _rawTextureWidth;
  122563. /**
  122564. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122565. */
  122566. static readonly IsSupported: boolean;
  122567. /**
  122568. * An event triggered when the system is disposed.
  122569. */
  122570. onDisposeObservable: Observable<GPUParticleSystem>;
  122571. /**
  122572. * Gets the maximum number of particles active at the same time.
  122573. * @returns The max number of active particles.
  122574. */
  122575. getCapacity(): number;
  122576. /**
  122577. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122578. * to override the particles.
  122579. */
  122580. forceDepthWrite: boolean;
  122581. /**
  122582. * Gets or set the number of active particles
  122583. */
  122584. activeParticleCount: number;
  122585. private _preWarmDone;
  122586. /**
  122587. * Is this system ready to be used/rendered
  122588. * @return true if the system is ready
  122589. */
  122590. isReady(): boolean;
  122591. /**
  122592. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122593. * @returns True if it has been started, otherwise false.
  122594. */
  122595. isStarted(): boolean;
  122596. /**
  122597. * Starts the particle system and begins to emit
  122598. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122599. */
  122600. start(delay?: number): void;
  122601. /**
  122602. * Stops the particle system.
  122603. */
  122604. stop(): void;
  122605. /**
  122606. * Remove all active particles
  122607. */
  122608. reset(): void;
  122609. /**
  122610. * Returns the string "GPUParticleSystem"
  122611. * @returns a string containing the class name
  122612. */
  122613. getClassName(): string;
  122614. private _colorGradientsTexture;
  122615. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122616. /**
  122617. * Adds a new color gradient
  122618. * @param gradient defines the gradient to use (between 0 and 1)
  122619. * @param color1 defines the color to affect to the specified gradient
  122620. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122621. * @returns the current particle system
  122622. */
  122623. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122624. /**
  122625. * Remove a specific color gradient
  122626. * @param gradient defines the gradient to remove
  122627. * @returns the current particle system
  122628. */
  122629. removeColorGradient(gradient: number): GPUParticleSystem;
  122630. private _angularSpeedGradientsTexture;
  122631. private _sizeGradientsTexture;
  122632. private _velocityGradientsTexture;
  122633. private _limitVelocityGradientsTexture;
  122634. private _dragGradientsTexture;
  122635. private _addFactorGradient;
  122636. /**
  122637. * Adds a new size gradient
  122638. * @param gradient defines the gradient to use (between 0 and 1)
  122639. * @param factor defines the size factor to affect to the specified gradient
  122640. * @returns the current particle system
  122641. */
  122642. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122643. /**
  122644. * Remove a specific size gradient
  122645. * @param gradient defines the gradient to remove
  122646. * @returns the current particle system
  122647. */
  122648. removeSizeGradient(gradient: number): GPUParticleSystem;
  122649. /**
  122650. * Adds a new angular speed gradient
  122651. * @param gradient defines the gradient to use (between 0 and 1)
  122652. * @param factor defines the angular speed to affect to the specified gradient
  122653. * @returns the current particle system
  122654. */
  122655. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122656. /**
  122657. * Remove a specific angular speed gradient
  122658. * @param gradient defines the gradient to remove
  122659. * @returns the current particle system
  122660. */
  122661. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122662. /**
  122663. * Adds a new velocity gradient
  122664. * @param gradient defines the gradient to use (between 0 and 1)
  122665. * @param factor defines the velocity to affect to the specified gradient
  122666. * @returns the current particle system
  122667. */
  122668. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122669. /**
  122670. * Remove a specific velocity gradient
  122671. * @param gradient defines the gradient to remove
  122672. * @returns the current particle system
  122673. */
  122674. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122675. /**
  122676. * Adds a new limit velocity gradient
  122677. * @param gradient defines the gradient to use (between 0 and 1)
  122678. * @param factor defines the limit velocity value to affect to the specified gradient
  122679. * @returns the current particle system
  122680. */
  122681. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122682. /**
  122683. * Remove a specific limit velocity gradient
  122684. * @param gradient defines the gradient to remove
  122685. * @returns the current particle system
  122686. */
  122687. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122688. /**
  122689. * Adds a new drag gradient
  122690. * @param gradient defines the gradient to use (between 0 and 1)
  122691. * @param factor defines the drag value to affect to the specified gradient
  122692. * @returns the current particle system
  122693. */
  122694. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122695. /**
  122696. * Remove a specific drag gradient
  122697. * @param gradient defines the gradient to remove
  122698. * @returns the current particle system
  122699. */
  122700. removeDragGradient(gradient: number): GPUParticleSystem;
  122701. /**
  122702. * Not supported by GPUParticleSystem
  122703. * @param gradient defines the gradient to use (between 0 and 1)
  122704. * @param factor defines the emit rate value to affect to the specified gradient
  122705. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122706. * @returns the current particle system
  122707. */
  122708. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122709. /**
  122710. * Not supported by GPUParticleSystem
  122711. * @param gradient defines the gradient to remove
  122712. * @returns the current particle system
  122713. */
  122714. removeEmitRateGradient(gradient: number): IParticleSystem;
  122715. /**
  122716. * Not supported by GPUParticleSystem
  122717. * @param gradient defines the gradient to use (between 0 and 1)
  122718. * @param factor defines the start size value to affect to the specified gradient
  122719. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122720. * @returns the current particle system
  122721. */
  122722. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122723. /**
  122724. * Not supported by GPUParticleSystem
  122725. * @param gradient defines the gradient to remove
  122726. * @returns the current particle system
  122727. */
  122728. removeStartSizeGradient(gradient: number): IParticleSystem;
  122729. /**
  122730. * Not supported by GPUParticleSystem
  122731. * @param gradient defines the gradient to use (between 0 and 1)
  122732. * @param min defines the color remap minimal range
  122733. * @param max defines the color remap maximal range
  122734. * @returns the current particle system
  122735. */
  122736. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122737. /**
  122738. * Not supported by GPUParticleSystem
  122739. * @param gradient defines the gradient to remove
  122740. * @returns the current particle system
  122741. */
  122742. removeColorRemapGradient(): IParticleSystem;
  122743. /**
  122744. * Not supported by GPUParticleSystem
  122745. * @param gradient defines the gradient to use (between 0 and 1)
  122746. * @param min defines the alpha remap minimal range
  122747. * @param max defines the alpha remap maximal range
  122748. * @returns the current particle system
  122749. */
  122750. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122751. /**
  122752. * Not supported by GPUParticleSystem
  122753. * @param gradient defines the gradient to remove
  122754. * @returns the current particle system
  122755. */
  122756. removeAlphaRemapGradient(): IParticleSystem;
  122757. /**
  122758. * Not supported by GPUParticleSystem
  122759. * @param gradient defines the gradient to use (between 0 and 1)
  122760. * @param color defines the color to affect to the specified gradient
  122761. * @returns the current particle system
  122762. */
  122763. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122764. /**
  122765. * Not supported by GPUParticleSystem
  122766. * @param gradient defines the gradient to remove
  122767. * @returns the current particle system
  122768. */
  122769. removeRampGradient(): IParticleSystem;
  122770. /**
  122771. * Not supported by GPUParticleSystem
  122772. * @returns the list of ramp gradients
  122773. */
  122774. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122775. /**
  122776. * Not supported by GPUParticleSystem
  122777. * Gets or sets a boolean indicating that ramp gradients must be used
  122778. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122779. */
  122780. useRampGradients: boolean;
  122781. /**
  122782. * Not supported by GPUParticleSystem
  122783. * @param gradient defines the gradient to use (between 0 and 1)
  122784. * @param factor defines the life time factor to affect to the specified gradient
  122785. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122786. * @returns the current particle system
  122787. */
  122788. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122789. /**
  122790. * Not supported by GPUParticleSystem
  122791. * @param gradient defines the gradient to remove
  122792. * @returns the current particle system
  122793. */
  122794. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122795. /**
  122796. * Instantiates a GPU particle system.
  122797. * 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.
  122798. * @param name The name of the particle system
  122799. * @param options The options used to create the system
  122800. * @param scene The scene the particle system belongs to
  122801. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122802. */
  122803. constructor(name: string, options: Partial<{
  122804. capacity: number;
  122805. randomTextureSize: number;
  122806. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122807. protected _reset(): void;
  122808. private _createUpdateVAO;
  122809. private _createRenderVAO;
  122810. private _initialize;
  122811. /** @hidden */
  122812. _recreateUpdateEffect(): void;
  122813. /** @hidden */
  122814. _recreateRenderEffect(): void;
  122815. /**
  122816. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122817. * @param preWarm defines if we are in the pre-warmimg phase
  122818. */
  122819. animate(preWarm?: boolean): void;
  122820. private _createFactorGradientTexture;
  122821. private _createSizeGradientTexture;
  122822. private _createAngularSpeedGradientTexture;
  122823. private _createVelocityGradientTexture;
  122824. private _createLimitVelocityGradientTexture;
  122825. private _createDragGradientTexture;
  122826. private _createColorGradientTexture;
  122827. /**
  122828. * Renders the particle system in its current state
  122829. * @param preWarm defines if the system should only update the particles but not render them
  122830. * @returns the current number of particles
  122831. */
  122832. render(preWarm?: boolean): number;
  122833. /**
  122834. * Rebuilds the particle system
  122835. */
  122836. rebuild(): void;
  122837. private _releaseBuffers;
  122838. private _releaseVAOs;
  122839. /**
  122840. * Disposes the particle system and free the associated resources
  122841. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122842. */
  122843. dispose(disposeTexture?: boolean): void;
  122844. /**
  122845. * Clones the particle system.
  122846. * @param name The name of the cloned object
  122847. * @param newEmitter The new emitter to use
  122848. * @returns the cloned particle system
  122849. */
  122850. clone(name: string, newEmitter: any): GPUParticleSystem;
  122851. /**
  122852. * Serializes the particle system to a JSON object.
  122853. * @returns the JSON object
  122854. */
  122855. serialize(): any;
  122856. /**
  122857. * Parses a JSON object to create a GPU particle system.
  122858. * @param parsedParticleSystem The JSON object to parse
  122859. * @param scene The scene to create the particle system in
  122860. * @param rootUrl The root url to use to load external dependencies like texture
  122861. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122862. * @returns the parsed GPU particle system
  122863. */
  122864. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122865. }
  122866. }
  122867. declare module BABYLON {
  122868. /**
  122869. * Represents a set of particle systems working together to create a specific effect
  122870. */
  122871. export class ParticleSystemSet implements IDisposable {
  122872. private _emitterCreationOptions;
  122873. private _emitterNode;
  122874. /**
  122875. * Gets the particle system list
  122876. */
  122877. systems: IParticleSystem[];
  122878. /**
  122879. * Gets the emitter node used with this set
  122880. */
  122881. readonly emitterNode: Nullable<TransformNode>;
  122882. /**
  122883. * Creates a new emitter mesh as a sphere
  122884. * @param options defines the options used to create the sphere
  122885. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122886. * @param scene defines the hosting scene
  122887. */
  122888. setEmitterAsSphere(options: {
  122889. diameter: number;
  122890. segments: number;
  122891. color: Color3;
  122892. }, renderingGroupId: number, scene: Scene): void;
  122893. /**
  122894. * Starts all particle systems of the set
  122895. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122896. */
  122897. start(emitter?: AbstractMesh): void;
  122898. /**
  122899. * Release all associated resources
  122900. */
  122901. dispose(): void;
  122902. /**
  122903. * Serialize the set into a JSON compatible object
  122904. * @returns a JSON compatible representation of the set
  122905. */
  122906. serialize(): any;
  122907. /**
  122908. * Parse a new ParticleSystemSet from a serialized source
  122909. * @param data defines a JSON compatible representation of the set
  122910. * @param scene defines the hosting scene
  122911. * @param gpu defines if we want GPU particles or CPU particles
  122912. * @returns a new ParticleSystemSet
  122913. */
  122914. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122915. }
  122916. }
  122917. declare module BABYLON {
  122918. /**
  122919. * This class is made for on one-liner static method to help creating particle system set.
  122920. */
  122921. export class ParticleHelper {
  122922. /**
  122923. * Gets or sets base Assets URL
  122924. */
  122925. static BaseAssetsUrl: string;
  122926. /**
  122927. * Create a default particle system that you can tweak
  122928. * @param emitter defines the emitter to use
  122929. * @param capacity defines the system capacity (default is 500 particles)
  122930. * @param scene defines the hosting scene
  122931. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122932. * @returns the new Particle system
  122933. */
  122934. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122935. /**
  122936. * This is the main static method (one-liner) of this helper to create different particle systems
  122937. * @param type This string represents the type to the particle system to create
  122938. * @param scene The scene where the particle system should live
  122939. * @param gpu If the system will use gpu
  122940. * @returns the ParticleSystemSet created
  122941. */
  122942. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122943. /**
  122944. * Static function used to export a particle system to a ParticleSystemSet variable.
  122945. * Please note that the emitter shape is not exported
  122946. * @param systems defines the particle systems to export
  122947. * @returns the created particle system set
  122948. */
  122949. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122950. }
  122951. }
  122952. declare module BABYLON {
  122953. interface Engine {
  122954. /**
  122955. * Create an effect to use with particle systems.
  122956. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122957. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122958. * @param uniformsNames defines a list of attribute names
  122959. * @param samplers defines an array of string used to represent textures
  122960. * @param defines defines the string containing the defines to use to compile the shaders
  122961. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122962. * @param onCompiled defines a function to call when the effect creation is successful
  122963. * @param onError defines a function to call when the effect creation has failed
  122964. * @returns the new Effect
  122965. */
  122966. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122967. }
  122968. interface Mesh {
  122969. /**
  122970. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122971. * @returns an array of IParticleSystem
  122972. */
  122973. getEmittedParticleSystems(): IParticleSystem[];
  122974. /**
  122975. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122976. * @returns an array of IParticleSystem
  122977. */
  122978. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122979. }
  122980. /**
  122981. * @hidden
  122982. */
  122983. export var _IDoNeedToBeInTheBuild: number;
  122984. }
  122985. declare module BABYLON {
  122986. interface Scene {
  122987. /** @hidden (Backing field) */
  122988. _physicsEngine: Nullable<IPhysicsEngine>;
  122989. /**
  122990. * Gets the current physics engine
  122991. * @returns a IPhysicsEngine or null if none attached
  122992. */
  122993. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122994. /**
  122995. * Enables physics to the current scene
  122996. * @param gravity defines the scene's gravity for the physics engine
  122997. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122998. * @return a boolean indicating if the physics engine was initialized
  122999. */
  123000. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  123001. /**
  123002. * Disables and disposes the physics engine associated with the scene
  123003. */
  123004. disablePhysicsEngine(): void;
  123005. /**
  123006. * Gets a boolean indicating if there is an active physics engine
  123007. * @returns a boolean indicating if there is an active physics engine
  123008. */
  123009. isPhysicsEnabled(): boolean;
  123010. /**
  123011. * Deletes a physics compound impostor
  123012. * @param compound defines the compound to delete
  123013. */
  123014. deleteCompoundImpostor(compound: any): void;
  123015. /**
  123016. * An event triggered when physic simulation is about to be run
  123017. */
  123018. onBeforePhysicsObservable: Observable<Scene>;
  123019. /**
  123020. * An event triggered when physic simulation has been done
  123021. */
  123022. onAfterPhysicsObservable: Observable<Scene>;
  123023. }
  123024. interface AbstractMesh {
  123025. /** @hidden */
  123026. _physicsImpostor: Nullable<PhysicsImpostor>;
  123027. /**
  123028. * Gets or sets impostor used for physic simulation
  123029. * @see http://doc.babylonjs.com/features/physics_engine
  123030. */
  123031. physicsImpostor: Nullable<PhysicsImpostor>;
  123032. /**
  123033. * Gets the current physics impostor
  123034. * @see http://doc.babylonjs.com/features/physics_engine
  123035. * @returns a physics impostor or null
  123036. */
  123037. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  123038. /** Apply a physic impulse to the mesh
  123039. * @param force defines the force to apply
  123040. * @param contactPoint defines where to apply the force
  123041. * @returns the current mesh
  123042. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  123043. */
  123044. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  123045. /**
  123046. * Creates a physic joint between two meshes
  123047. * @param otherMesh defines the other mesh to use
  123048. * @param pivot1 defines the pivot to use on this mesh
  123049. * @param pivot2 defines the pivot to use on the other mesh
  123050. * @param options defines additional options (can be plugin dependent)
  123051. * @returns the current mesh
  123052. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  123053. */
  123054. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  123055. /** @hidden */
  123056. _disposePhysicsObserver: Nullable<Observer<Node>>;
  123057. }
  123058. /**
  123059. * Defines the physics engine scene component responsible to manage a physics engine
  123060. */
  123061. export class PhysicsEngineSceneComponent implements ISceneComponent {
  123062. /**
  123063. * The component name helpful to identify the component in the list of scene components.
  123064. */
  123065. readonly name: string;
  123066. /**
  123067. * The scene the component belongs to.
  123068. */
  123069. scene: Scene;
  123070. /**
  123071. * Creates a new instance of the component for the given scene
  123072. * @param scene Defines the scene to register the component in
  123073. */
  123074. constructor(scene: Scene);
  123075. /**
  123076. * Registers the component in a given scene
  123077. */
  123078. register(): void;
  123079. /**
  123080. * Rebuilds the elements related to this component in case of
  123081. * context lost for instance.
  123082. */
  123083. rebuild(): void;
  123084. /**
  123085. * Disposes the component and the associated ressources
  123086. */
  123087. dispose(): void;
  123088. }
  123089. }
  123090. declare module BABYLON {
  123091. /**
  123092. * A helper for physics simulations
  123093. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123094. */
  123095. export class PhysicsHelper {
  123096. private _scene;
  123097. private _physicsEngine;
  123098. /**
  123099. * Initializes the Physics helper
  123100. * @param scene Babylon.js scene
  123101. */
  123102. constructor(scene: Scene);
  123103. /**
  123104. * Applies a radial explosion impulse
  123105. * @param origin the origin of the explosion
  123106. * @param radiusOrEventOptions the radius or the options of radial explosion
  123107. * @param strength the explosion strength
  123108. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123109. * @returns A physics radial explosion event, or null
  123110. */
  123111. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123112. /**
  123113. * Applies a radial explosion force
  123114. * @param origin the origin of the explosion
  123115. * @param radiusOrEventOptions the radius or the options of radial explosion
  123116. * @param strength the explosion strength
  123117. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123118. * @returns A physics radial explosion event, or null
  123119. */
  123120. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123121. /**
  123122. * Creates a gravitational field
  123123. * @param origin the origin of the explosion
  123124. * @param radiusOrEventOptions the radius or the options of radial explosion
  123125. * @param strength the explosion strength
  123126. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123127. * @returns A physics gravitational field event, or null
  123128. */
  123129. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  123130. /**
  123131. * Creates a physics updraft event
  123132. * @param origin the origin of the updraft
  123133. * @param radiusOrEventOptions the radius or the options of the updraft
  123134. * @param strength the strength of the updraft
  123135. * @param height the height of the updraft
  123136. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  123137. * @returns A physics updraft event, or null
  123138. */
  123139. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  123140. /**
  123141. * Creates a physics vortex event
  123142. * @param origin the of the vortex
  123143. * @param radiusOrEventOptions the radius or the options of the vortex
  123144. * @param strength the strength of the vortex
  123145. * @param height the height of the vortex
  123146. * @returns a Physics vortex event, or null
  123147. * A physics vortex event or null
  123148. */
  123149. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  123150. }
  123151. /**
  123152. * Represents a physics radial explosion event
  123153. */
  123154. class PhysicsRadialExplosionEvent {
  123155. private _scene;
  123156. private _options;
  123157. private _sphere;
  123158. private _dataFetched;
  123159. /**
  123160. * Initializes a radial explosioin event
  123161. * @param _scene BabylonJS scene
  123162. * @param _options The options for the vortex event
  123163. */
  123164. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  123165. /**
  123166. * Returns the data related to the radial explosion event (sphere).
  123167. * @returns The radial explosion event data
  123168. */
  123169. getData(): PhysicsRadialExplosionEventData;
  123170. /**
  123171. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  123172. * @param impostor A physics imposter
  123173. * @param origin the origin of the explosion
  123174. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  123175. */
  123176. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  123177. /**
  123178. * Triggers affecterd impostors callbacks
  123179. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  123180. */
  123181. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  123182. /**
  123183. * Disposes the sphere.
  123184. * @param force Specifies if the sphere should be disposed by force
  123185. */
  123186. dispose(force?: boolean): void;
  123187. /*** Helpers ***/
  123188. private _prepareSphere;
  123189. private _intersectsWithSphere;
  123190. }
  123191. /**
  123192. * Represents a gravitational field event
  123193. */
  123194. class PhysicsGravitationalFieldEvent {
  123195. private _physicsHelper;
  123196. private _scene;
  123197. private _origin;
  123198. private _options;
  123199. private _tickCallback;
  123200. private _sphere;
  123201. private _dataFetched;
  123202. /**
  123203. * Initializes the physics gravitational field event
  123204. * @param _physicsHelper A physics helper
  123205. * @param _scene BabylonJS scene
  123206. * @param _origin The origin position of the gravitational field event
  123207. * @param _options The options for the vortex event
  123208. */
  123209. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  123210. /**
  123211. * Returns the data related to the gravitational field event (sphere).
  123212. * @returns A gravitational field event
  123213. */
  123214. getData(): PhysicsGravitationalFieldEventData;
  123215. /**
  123216. * Enables the gravitational field.
  123217. */
  123218. enable(): void;
  123219. /**
  123220. * Disables the gravitational field.
  123221. */
  123222. disable(): void;
  123223. /**
  123224. * Disposes the sphere.
  123225. * @param force The force to dispose from the gravitational field event
  123226. */
  123227. dispose(force?: boolean): void;
  123228. private _tick;
  123229. }
  123230. /**
  123231. * Represents a physics updraft event
  123232. */
  123233. class PhysicsUpdraftEvent {
  123234. private _scene;
  123235. private _origin;
  123236. private _options;
  123237. private _physicsEngine;
  123238. private _originTop;
  123239. private _originDirection;
  123240. private _tickCallback;
  123241. private _cylinder;
  123242. private _cylinderPosition;
  123243. private _dataFetched;
  123244. /**
  123245. * Initializes the physics updraft event
  123246. * @param _scene BabylonJS scene
  123247. * @param _origin The origin position of the updraft
  123248. * @param _options The options for the updraft event
  123249. */
  123250. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  123251. /**
  123252. * Returns the data related to the updraft event (cylinder).
  123253. * @returns A physics updraft event
  123254. */
  123255. getData(): PhysicsUpdraftEventData;
  123256. /**
  123257. * Enables the updraft.
  123258. */
  123259. enable(): void;
  123260. /**
  123261. * Disables the updraft.
  123262. */
  123263. disable(): void;
  123264. /**
  123265. * Disposes the cylinder.
  123266. * @param force Specifies if the updraft should be disposed by force
  123267. */
  123268. dispose(force?: boolean): void;
  123269. private getImpostorHitData;
  123270. private _tick;
  123271. /*** Helpers ***/
  123272. private _prepareCylinder;
  123273. private _intersectsWithCylinder;
  123274. }
  123275. /**
  123276. * Represents a physics vortex event
  123277. */
  123278. class PhysicsVortexEvent {
  123279. private _scene;
  123280. private _origin;
  123281. private _options;
  123282. private _physicsEngine;
  123283. private _originTop;
  123284. private _tickCallback;
  123285. private _cylinder;
  123286. private _cylinderPosition;
  123287. private _dataFetched;
  123288. /**
  123289. * Initializes the physics vortex event
  123290. * @param _scene The BabylonJS scene
  123291. * @param _origin The origin position of the vortex
  123292. * @param _options The options for the vortex event
  123293. */
  123294. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  123295. /**
  123296. * Returns the data related to the vortex event (cylinder).
  123297. * @returns The physics vortex event data
  123298. */
  123299. getData(): PhysicsVortexEventData;
  123300. /**
  123301. * Enables the vortex.
  123302. */
  123303. enable(): void;
  123304. /**
  123305. * Disables the cortex.
  123306. */
  123307. disable(): void;
  123308. /**
  123309. * Disposes the sphere.
  123310. * @param force
  123311. */
  123312. dispose(force?: boolean): void;
  123313. private getImpostorHitData;
  123314. private _tick;
  123315. /*** Helpers ***/
  123316. private _prepareCylinder;
  123317. private _intersectsWithCylinder;
  123318. }
  123319. /**
  123320. * Options fot the radial explosion event
  123321. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123322. */
  123323. export class PhysicsRadialExplosionEventOptions {
  123324. /**
  123325. * The radius of the sphere for the radial explosion.
  123326. */
  123327. radius: number;
  123328. /**
  123329. * The strenth of the explosion.
  123330. */
  123331. strength: number;
  123332. /**
  123333. * The strenght of the force in correspondence to the distance of the affected object
  123334. */
  123335. falloff: PhysicsRadialImpulseFalloff;
  123336. /**
  123337. * Sphere options for the radial explosion.
  123338. */
  123339. sphere: {
  123340. segments: number;
  123341. diameter: number;
  123342. };
  123343. /**
  123344. * Sphere options for the radial explosion.
  123345. */
  123346. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123347. }
  123348. /**
  123349. * Options fot the updraft event
  123350. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123351. */
  123352. export class PhysicsUpdraftEventOptions {
  123353. /**
  123354. * The radius of the cylinder for the vortex
  123355. */
  123356. radius: number;
  123357. /**
  123358. * The strenth of the updraft.
  123359. */
  123360. strength: number;
  123361. /**
  123362. * The height of the cylinder for the updraft.
  123363. */
  123364. height: number;
  123365. /**
  123366. * The mode for the the updraft.
  123367. */
  123368. updraftMode: PhysicsUpdraftMode;
  123369. }
  123370. /**
  123371. * Options fot the vortex event
  123372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123373. */
  123374. export class PhysicsVortexEventOptions {
  123375. /**
  123376. * The radius of the cylinder for the vortex
  123377. */
  123378. radius: number;
  123379. /**
  123380. * The strenth of the vortex.
  123381. */
  123382. strength: number;
  123383. /**
  123384. * The height of the cylinder for the vortex.
  123385. */
  123386. height: number;
  123387. /**
  123388. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123389. */
  123390. centripetalForceThreshold: number;
  123391. /**
  123392. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123393. */
  123394. centripetalForceMultiplier: number;
  123395. /**
  123396. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123397. */
  123398. centrifugalForceMultiplier: number;
  123399. /**
  123400. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123401. */
  123402. updraftForceMultiplier: number;
  123403. }
  123404. /**
  123405. * The strenght of the force in correspondence to the distance of the affected object
  123406. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123407. */
  123408. export enum PhysicsRadialImpulseFalloff {
  123409. /** Defines that impulse is constant in strength across it's whole radius */
  123410. Constant = 0,
  123411. /** Defines that impulse gets weaker if it's further from the origin */
  123412. Linear = 1
  123413. }
  123414. /**
  123415. * The strength of the force in correspondence to the distance of the affected object
  123416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123417. */
  123418. export enum PhysicsUpdraftMode {
  123419. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123420. Center = 0,
  123421. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123422. Perpendicular = 1
  123423. }
  123424. /**
  123425. * Interface for a physics hit data
  123426. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123427. */
  123428. export interface PhysicsHitData {
  123429. /**
  123430. * The force applied at the contact point
  123431. */
  123432. force: Vector3;
  123433. /**
  123434. * The contact point
  123435. */
  123436. contactPoint: Vector3;
  123437. /**
  123438. * The distance from the origin to the contact point
  123439. */
  123440. distanceFromOrigin: number;
  123441. }
  123442. /**
  123443. * Interface for radial explosion event data
  123444. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123445. */
  123446. export interface PhysicsRadialExplosionEventData {
  123447. /**
  123448. * A sphere used for the radial explosion event
  123449. */
  123450. sphere: Mesh;
  123451. }
  123452. /**
  123453. * Interface for gravitational field event data
  123454. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123455. */
  123456. export interface PhysicsGravitationalFieldEventData {
  123457. /**
  123458. * A sphere mesh used for the gravitational field event
  123459. */
  123460. sphere: Mesh;
  123461. }
  123462. /**
  123463. * Interface for updraft event data
  123464. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123465. */
  123466. export interface PhysicsUpdraftEventData {
  123467. /**
  123468. * A cylinder used for the updraft event
  123469. */
  123470. cylinder: Mesh;
  123471. }
  123472. /**
  123473. * Interface for vortex event data
  123474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123475. */
  123476. export interface PhysicsVortexEventData {
  123477. /**
  123478. * A cylinder used for the vortex event
  123479. */
  123480. cylinder: Mesh;
  123481. }
  123482. /**
  123483. * Interface for an affected physics impostor
  123484. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123485. */
  123486. export interface PhysicsAffectedImpostorWithData {
  123487. /**
  123488. * The impostor affected by the effect
  123489. */
  123490. impostor: PhysicsImpostor;
  123491. /**
  123492. * The data about the hit/horce from the explosion
  123493. */
  123494. hitData: PhysicsHitData;
  123495. }
  123496. }
  123497. declare module BABYLON {
  123498. /** @hidden */
  123499. export var blackAndWhitePixelShader: {
  123500. name: string;
  123501. shader: string;
  123502. };
  123503. }
  123504. declare module BABYLON {
  123505. /**
  123506. * Post process used to render in black and white
  123507. */
  123508. export class BlackAndWhitePostProcess extends PostProcess {
  123509. /**
  123510. * Linear about to convert he result to black and white (default: 1)
  123511. */
  123512. degree: number;
  123513. /**
  123514. * Creates a black and white post process
  123515. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123516. * @param name The name of the effect.
  123517. * @param options The required width/height ratio to downsize to before computing the render pass.
  123518. * @param camera The camera to apply the render pass to.
  123519. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123520. * @param engine The engine which the post process will be applied. (default: current engine)
  123521. * @param reusable If the post process can be reused on the same frame. (default: false)
  123522. */
  123523. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123524. }
  123525. }
  123526. declare module BABYLON {
  123527. /**
  123528. * This represents a set of one or more post processes in Babylon.
  123529. * A post process can be used to apply a shader to a texture after it is rendered.
  123530. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123531. */
  123532. export class PostProcessRenderEffect {
  123533. private _postProcesses;
  123534. private _getPostProcesses;
  123535. private _singleInstance;
  123536. private _cameras;
  123537. private _indicesForCamera;
  123538. /**
  123539. * Name of the effect
  123540. * @hidden
  123541. */
  123542. _name: string;
  123543. /**
  123544. * Instantiates a post process render effect.
  123545. * A post process can be used to apply a shader to a texture after it is rendered.
  123546. * @param engine The engine the effect is tied to
  123547. * @param name The name of the effect
  123548. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123549. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123550. */
  123551. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123552. /**
  123553. * Checks if all the post processes in the effect are supported.
  123554. */
  123555. readonly isSupported: boolean;
  123556. /**
  123557. * Updates the current state of the effect
  123558. * @hidden
  123559. */
  123560. _update(): void;
  123561. /**
  123562. * Attaches the effect on cameras
  123563. * @param cameras The camera to attach to.
  123564. * @hidden
  123565. */
  123566. _attachCameras(cameras: Camera): void;
  123567. /**
  123568. * Attaches the effect on cameras
  123569. * @param cameras The camera to attach to.
  123570. * @hidden
  123571. */
  123572. _attachCameras(cameras: Camera[]): void;
  123573. /**
  123574. * Detaches the effect on cameras
  123575. * @param cameras The camera to detatch from.
  123576. * @hidden
  123577. */
  123578. _detachCameras(cameras: Camera): void;
  123579. /**
  123580. * Detatches the effect on cameras
  123581. * @param cameras The camera to detatch from.
  123582. * @hidden
  123583. */
  123584. _detachCameras(cameras: Camera[]): void;
  123585. /**
  123586. * Enables the effect on given cameras
  123587. * @param cameras The camera to enable.
  123588. * @hidden
  123589. */
  123590. _enable(cameras: Camera): void;
  123591. /**
  123592. * Enables the effect on given cameras
  123593. * @param cameras The camera to enable.
  123594. * @hidden
  123595. */
  123596. _enable(cameras: Nullable<Camera[]>): void;
  123597. /**
  123598. * Disables the effect on the given cameras
  123599. * @param cameras The camera to disable.
  123600. * @hidden
  123601. */
  123602. _disable(cameras: Camera): void;
  123603. /**
  123604. * Disables the effect on the given cameras
  123605. * @param cameras The camera to disable.
  123606. * @hidden
  123607. */
  123608. _disable(cameras: Nullable<Camera[]>): void;
  123609. /**
  123610. * Gets a list of the post processes contained in the effect.
  123611. * @param camera The camera to get the post processes on.
  123612. * @returns The list of the post processes in the effect.
  123613. */
  123614. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123615. }
  123616. }
  123617. declare module BABYLON {
  123618. /** @hidden */
  123619. export var extractHighlightsPixelShader: {
  123620. name: string;
  123621. shader: string;
  123622. };
  123623. }
  123624. declare module BABYLON {
  123625. /**
  123626. * 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.
  123627. */
  123628. export class ExtractHighlightsPostProcess extends PostProcess {
  123629. /**
  123630. * The luminance threshold, pixels below this value will be set to black.
  123631. */
  123632. threshold: number;
  123633. /** @hidden */
  123634. _exposure: number;
  123635. /**
  123636. * Post process which has the input texture to be used when performing highlight extraction
  123637. * @hidden
  123638. */
  123639. _inputPostProcess: Nullable<PostProcess>;
  123640. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123641. }
  123642. }
  123643. declare module BABYLON {
  123644. /** @hidden */
  123645. export var bloomMergePixelShader: {
  123646. name: string;
  123647. shader: string;
  123648. };
  123649. }
  123650. declare module BABYLON {
  123651. /**
  123652. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123653. */
  123654. export class BloomMergePostProcess extends PostProcess {
  123655. /** Weight of the bloom to be added to the original input. */
  123656. weight: number;
  123657. /**
  123658. * Creates a new instance of @see BloomMergePostProcess
  123659. * @param name The name of the effect.
  123660. * @param originalFromInput Post process which's input will be used for the merge.
  123661. * @param blurred Blurred highlights post process which's output will be used.
  123662. * @param weight Weight of the bloom to be added to the original input.
  123663. * @param options The required width/height ratio to downsize to before computing the render pass.
  123664. * @param camera The camera to apply the render pass to.
  123665. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123666. * @param engine The engine which the post process will be applied. (default: current engine)
  123667. * @param reusable If the post process can be reused on the same frame. (default: false)
  123668. * @param textureType Type of textures used when performing the post process. (default: 0)
  123669. * @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)
  123670. */
  123671. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123672. /** Weight of the bloom to be added to the original input. */
  123673. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123674. }
  123675. }
  123676. declare module BABYLON {
  123677. /**
  123678. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123679. */
  123680. export class BloomEffect extends PostProcessRenderEffect {
  123681. private bloomScale;
  123682. /**
  123683. * @hidden Internal
  123684. */
  123685. _effects: Array<PostProcess>;
  123686. /**
  123687. * @hidden Internal
  123688. */
  123689. _downscale: ExtractHighlightsPostProcess;
  123690. private _blurX;
  123691. private _blurY;
  123692. private _merge;
  123693. /**
  123694. * The luminance threshold to find bright areas of the image to bloom.
  123695. */
  123696. threshold: number;
  123697. /**
  123698. * The strength of the bloom.
  123699. */
  123700. weight: number;
  123701. /**
  123702. * Specifies the size of the bloom blur kernel, relative to the final output size
  123703. */
  123704. kernel: number;
  123705. /**
  123706. * Creates a new instance of @see BloomEffect
  123707. * @param scene The scene the effect belongs to.
  123708. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123709. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123710. * @param bloomWeight The the strength of bloom.
  123711. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123712. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123713. */
  123714. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123715. /**
  123716. * Disposes each of the internal effects for a given camera.
  123717. * @param camera The camera to dispose the effect on.
  123718. */
  123719. disposeEffects(camera: Camera): void;
  123720. /**
  123721. * @hidden Internal
  123722. */
  123723. _updateEffects(): void;
  123724. /**
  123725. * Internal
  123726. * @returns if all the contained post processes are ready.
  123727. * @hidden
  123728. */
  123729. _isReady(): boolean;
  123730. }
  123731. }
  123732. declare module BABYLON {
  123733. /** @hidden */
  123734. export var chromaticAberrationPixelShader: {
  123735. name: string;
  123736. shader: string;
  123737. };
  123738. }
  123739. declare module BABYLON {
  123740. /**
  123741. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123742. */
  123743. export class ChromaticAberrationPostProcess extends PostProcess {
  123744. /**
  123745. * The amount of seperation of rgb channels (default: 30)
  123746. */
  123747. aberrationAmount: number;
  123748. /**
  123749. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123750. */
  123751. radialIntensity: number;
  123752. /**
  123753. * 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))
  123754. */
  123755. direction: Vector2;
  123756. /**
  123757. * 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))
  123758. */
  123759. centerPosition: Vector2;
  123760. /**
  123761. * Creates a new instance ChromaticAberrationPostProcess
  123762. * @param name The name of the effect.
  123763. * @param screenWidth The width of the screen to apply the effect on.
  123764. * @param screenHeight The height of the screen to apply the effect on.
  123765. * @param options The required width/height ratio to downsize to before computing the render pass.
  123766. * @param camera The camera to apply the render pass to.
  123767. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123768. * @param engine The engine which the post process will be applied. (default: current engine)
  123769. * @param reusable If the post process can be reused on the same frame. (default: false)
  123770. * @param textureType Type of textures used when performing the post process. (default: 0)
  123771. * @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)
  123772. */
  123773. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123774. }
  123775. }
  123776. declare module BABYLON {
  123777. /** @hidden */
  123778. export var circleOfConfusionPixelShader: {
  123779. name: string;
  123780. shader: string;
  123781. };
  123782. }
  123783. declare module BABYLON {
  123784. /**
  123785. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123786. */
  123787. export class CircleOfConfusionPostProcess extends PostProcess {
  123788. /**
  123789. * 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.
  123790. */
  123791. lensSize: number;
  123792. /**
  123793. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123794. */
  123795. fStop: number;
  123796. /**
  123797. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123798. */
  123799. focusDistance: number;
  123800. /**
  123801. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123802. */
  123803. focalLength: number;
  123804. private _depthTexture;
  123805. /**
  123806. * Creates a new instance CircleOfConfusionPostProcess
  123807. * @param name The name of the effect.
  123808. * @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.
  123809. * @param options The required width/height ratio to downsize to before computing the render pass.
  123810. * @param camera The camera to apply the render pass to.
  123811. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123812. * @param engine The engine which the post process will be applied. (default: current engine)
  123813. * @param reusable If the post process can be reused on the same frame. (default: false)
  123814. * @param textureType Type of textures used when performing the post process. (default: 0)
  123815. * @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)
  123816. */
  123817. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123818. /**
  123819. * 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.
  123820. */
  123821. depthTexture: RenderTargetTexture;
  123822. }
  123823. }
  123824. declare module BABYLON {
  123825. /** @hidden */
  123826. export var colorCorrectionPixelShader: {
  123827. name: string;
  123828. shader: string;
  123829. };
  123830. }
  123831. declare module BABYLON {
  123832. /**
  123833. *
  123834. * This post-process allows the modification of rendered colors by using
  123835. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123836. *
  123837. * The object needs to be provided an url to a texture containing the color
  123838. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123839. * Use an image editing software to tweak the LUT to match your needs.
  123840. *
  123841. * For an example of a color LUT, see here:
  123842. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123843. * For explanations on color grading, see here:
  123844. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123845. *
  123846. */
  123847. export class ColorCorrectionPostProcess extends PostProcess {
  123848. private _colorTableTexture;
  123849. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123850. }
  123851. }
  123852. declare module BABYLON {
  123853. /** @hidden */
  123854. export var convolutionPixelShader: {
  123855. name: string;
  123856. shader: string;
  123857. };
  123858. }
  123859. declare module BABYLON {
  123860. /**
  123861. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123862. * input texture to perform effects such as edge detection or sharpening
  123863. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123864. */
  123865. export class ConvolutionPostProcess extends PostProcess {
  123866. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123867. kernel: number[];
  123868. /**
  123869. * Creates a new instance ConvolutionPostProcess
  123870. * @param name The name of the effect.
  123871. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123872. * @param options The required width/height ratio to downsize to before computing the render pass.
  123873. * @param camera The camera to apply the render pass to.
  123874. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123875. * @param engine The engine which the post process will be applied. (default: current engine)
  123876. * @param reusable If the post process can be reused on the same frame. (default: false)
  123877. * @param textureType Type of textures used when performing the post process. (default: 0)
  123878. */
  123879. constructor(name: string,
  123880. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123881. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123882. /**
  123883. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123884. */
  123885. static EdgeDetect0Kernel: number[];
  123886. /**
  123887. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123888. */
  123889. static EdgeDetect1Kernel: number[];
  123890. /**
  123891. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123892. */
  123893. static EdgeDetect2Kernel: number[];
  123894. /**
  123895. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123896. */
  123897. static SharpenKernel: number[];
  123898. /**
  123899. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123900. */
  123901. static EmbossKernel: number[];
  123902. /**
  123903. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123904. */
  123905. static GaussianKernel: number[];
  123906. }
  123907. }
  123908. declare module BABYLON {
  123909. /**
  123910. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123911. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123912. * based on samples that have a large difference in distance than the center pixel.
  123913. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123914. */
  123915. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123916. direction: Vector2;
  123917. /**
  123918. * Creates a new instance CircleOfConfusionPostProcess
  123919. * @param name The name of the effect.
  123920. * @param scene The scene the effect belongs to.
  123921. * @param direction The direction the blur should be applied.
  123922. * @param kernel The size of the kernel used to blur.
  123923. * @param options The required width/height ratio to downsize to before computing the render pass.
  123924. * @param camera The camera to apply the render pass to.
  123925. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123926. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123927. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123928. * @param engine The engine which the post process will be applied. (default: current engine)
  123929. * @param reusable If the post process can be reused on the same frame. (default: false)
  123930. * @param textureType Type of textures used when performing the post process. (default: 0)
  123931. * @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)
  123932. */
  123933. 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);
  123934. }
  123935. }
  123936. declare module BABYLON {
  123937. /** @hidden */
  123938. export var depthOfFieldMergePixelShader: {
  123939. name: string;
  123940. shader: string;
  123941. };
  123942. }
  123943. declare module BABYLON {
  123944. /**
  123945. * Options to be set when merging outputs from the default pipeline.
  123946. */
  123947. export class DepthOfFieldMergePostProcessOptions {
  123948. /**
  123949. * The original image to merge on top of
  123950. */
  123951. originalFromInput: PostProcess;
  123952. /**
  123953. * Parameters to perform the merge of the depth of field effect
  123954. */
  123955. depthOfField?: {
  123956. circleOfConfusion: PostProcess;
  123957. blurSteps: Array<PostProcess>;
  123958. };
  123959. /**
  123960. * Parameters to perform the merge of bloom effect
  123961. */
  123962. bloom?: {
  123963. blurred: PostProcess;
  123964. weight: number;
  123965. };
  123966. }
  123967. /**
  123968. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123969. */
  123970. export class DepthOfFieldMergePostProcess extends PostProcess {
  123971. private blurSteps;
  123972. /**
  123973. * Creates a new instance of DepthOfFieldMergePostProcess
  123974. * @param name The name of the effect.
  123975. * @param originalFromInput Post process which's input will be used for the merge.
  123976. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123977. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123978. * @param options The required width/height ratio to downsize to before computing the render pass.
  123979. * @param camera The camera to apply the render pass to.
  123980. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123981. * @param engine The engine which the post process will be applied. (default: current engine)
  123982. * @param reusable If the post process can be reused on the same frame. (default: false)
  123983. * @param textureType Type of textures used when performing the post process. (default: 0)
  123984. * @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)
  123985. */
  123986. 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);
  123987. /**
  123988. * Updates the effect with the current post process compile time values and recompiles the shader.
  123989. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123990. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123991. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123992. * @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
  123993. * @param onCompiled Called when the shader has been compiled.
  123994. * @param onError Called if there is an error when compiling a shader.
  123995. */
  123996. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123997. }
  123998. }
  123999. declare module BABYLON {
  124000. /**
  124001. * Specifies the level of max blur that should be applied when using the depth of field effect
  124002. */
  124003. export enum DepthOfFieldEffectBlurLevel {
  124004. /**
  124005. * Subtle blur
  124006. */
  124007. Low = 0,
  124008. /**
  124009. * Medium blur
  124010. */
  124011. Medium = 1,
  124012. /**
  124013. * Large blur
  124014. */
  124015. High = 2
  124016. }
  124017. /**
  124018. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  124019. */
  124020. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  124021. private _circleOfConfusion;
  124022. /**
  124023. * @hidden Internal, blurs from high to low
  124024. */
  124025. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  124026. private _depthOfFieldBlurY;
  124027. private _dofMerge;
  124028. /**
  124029. * @hidden Internal post processes in depth of field effect
  124030. */
  124031. _effects: Array<PostProcess>;
  124032. /**
  124033. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  124034. */
  124035. focalLength: number;
  124036. /**
  124037. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  124038. */
  124039. fStop: number;
  124040. /**
  124041. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  124042. */
  124043. focusDistance: number;
  124044. /**
  124045. * 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.
  124046. */
  124047. lensSize: number;
  124048. /**
  124049. * Creates a new instance DepthOfFieldEffect
  124050. * @param scene The scene the effect belongs to.
  124051. * @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.
  124052. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  124053. * @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)
  124054. */
  124055. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  124056. /**
  124057. * Get the current class name of the current effet
  124058. * @returns "DepthOfFieldEffect"
  124059. */
  124060. getClassName(): string;
  124061. /**
  124062. * 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.
  124063. */
  124064. depthTexture: RenderTargetTexture;
  124065. /**
  124066. * Disposes each of the internal effects for a given camera.
  124067. * @param camera The camera to dispose the effect on.
  124068. */
  124069. disposeEffects(camera: Camera): void;
  124070. /**
  124071. * @hidden Internal
  124072. */
  124073. _updateEffects(): void;
  124074. /**
  124075. * Internal
  124076. * @returns if all the contained post processes are ready.
  124077. * @hidden
  124078. */
  124079. _isReady(): boolean;
  124080. }
  124081. }
  124082. declare module BABYLON {
  124083. /** @hidden */
  124084. export var displayPassPixelShader: {
  124085. name: string;
  124086. shader: string;
  124087. };
  124088. }
  124089. declare module BABYLON {
  124090. /**
  124091. * DisplayPassPostProcess which produces an output the same as it's input
  124092. */
  124093. export class DisplayPassPostProcess extends PostProcess {
  124094. /**
  124095. * Creates the DisplayPassPostProcess
  124096. * @param name The name of the effect.
  124097. * @param options The required width/height ratio to downsize to before computing the render pass.
  124098. * @param camera The camera to apply the render pass to.
  124099. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124100. * @param engine The engine which the post process will be applied. (default: current engine)
  124101. * @param reusable If the post process can be reused on the same frame. (default: false)
  124102. */
  124103. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124104. }
  124105. }
  124106. declare module BABYLON {
  124107. /** @hidden */
  124108. export var filterPixelShader: {
  124109. name: string;
  124110. shader: string;
  124111. };
  124112. }
  124113. declare module BABYLON {
  124114. /**
  124115. * Applies a kernel filter to the image
  124116. */
  124117. export class FilterPostProcess extends PostProcess {
  124118. /** The matrix to be applied to the image */
  124119. kernelMatrix: Matrix;
  124120. /**
  124121. *
  124122. * @param name The name of the effect.
  124123. * @param kernelMatrix The matrix to be applied to the image
  124124. * @param options The required width/height ratio to downsize to before computing the render pass.
  124125. * @param camera The camera to apply the render pass to.
  124126. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124127. * @param engine The engine which the post process will be applied. (default: current engine)
  124128. * @param reusable If the post process can be reused on the same frame. (default: false)
  124129. */
  124130. constructor(name: string,
  124131. /** The matrix to be applied to the image */
  124132. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124133. }
  124134. }
  124135. declare module BABYLON {
  124136. /** @hidden */
  124137. export var fxaaPixelShader: {
  124138. name: string;
  124139. shader: string;
  124140. };
  124141. }
  124142. declare module BABYLON {
  124143. /** @hidden */
  124144. export var fxaaVertexShader: {
  124145. name: string;
  124146. shader: string;
  124147. };
  124148. }
  124149. declare module BABYLON {
  124150. /**
  124151. * Fxaa post process
  124152. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  124153. */
  124154. export class FxaaPostProcess extends PostProcess {
  124155. /** @hidden */
  124156. texelWidth: number;
  124157. /** @hidden */
  124158. texelHeight: number;
  124159. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124160. private _getDefines;
  124161. }
  124162. }
  124163. declare module BABYLON {
  124164. /** @hidden */
  124165. export var grainPixelShader: {
  124166. name: string;
  124167. shader: string;
  124168. };
  124169. }
  124170. declare module BABYLON {
  124171. /**
  124172. * The GrainPostProcess adds noise to the image at mid luminance levels
  124173. */
  124174. export class GrainPostProcess extends PostProcess {
  124175. /**
  124176. * The intensity of the grain added (default: 30)
  124177. */
  124178. intensity: number;
  124179. /**
  124180. * If the grain should be randomized on every frame
  124181. */
  124182. animated: boolean;
  124183. /**
  124184. * Creates a new instance of @see GrainPostProcess
  124185. * @param name The name of the effect.
  124186. * @param options The required width/height ratio to downsize to before computing the render pass.
  124187. * @param camera The camera to apply the render pass to.
  124188. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124189. * @param engine The engine which the post process will be applied. (default: current engine)
  124190. * @param reusable If the post process can be reused on the same frame. (default: false)
  124191. * @param textureType Type of textures used when performing the post process. (default: 0)
  124192. * @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)
  124193. */
  124194. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124195. }
  124196. }
  124197. declare module BABYLON {
  124198. /** @hidden */
  124199. export var highlightsPixelShader: {
  124200. name: string;
  124201. shader: string;
  124202. };
  124203. }
  124204. declare module BABYLON {
  124205. /**
  124206. * Extracts highlights from the image
  124207. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124208. */
  124209. export class HighlightsPostProcess extends PostProcess {
  124210. /**
  124211. * Extracts highlights from the image
  124212. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124213. * @param name The name of the effect.
  124214. * @param options The required width/height ratio to downsize to before computing the render pass.
  124215. * @param camera The camera to apply the render pass to.
  124216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124217. * @param engine The engine which the post process will be applied. (default: current engine)
  124218. * @param reusable If the post process can be reused on the same frame. (default: false)
  124219. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  124220. */
  124221. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124222. }
  124223. }
  124224. declare module BABYLON {
  124225. /** @hidden */
  124226. export var mrtFragmentDeclaration: {
  124227. name: string;
  124228. shader: string;
  124229. };
  124230. }
  124231. declare module BABYLON {
  124232. /** @hidden */
  124233. export var geometryPixelShader: {
  124234. name: string;
  124235. shader: string;
  124236. };
  124237. }
  124238. declare module BABYLON {
  124239. /** @hidden */
  124240. export var geometryVertexShader: {
  124241. name: string;
  124242. shader: string;
  124243. };
  124244. }
  124245. declare module BABYLON {
  124246. /** @hidden */
  124247. interface ISavedTransformationMatrix {
  124248. world: Matrix;
  124249. viewProjection: Matrix;
  124250. }
  124251. /**
  124252. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  124253. */
  124254. export class GeometryBufferRenderer {
  124255. /**
  124256. * Constant used to retrieve the position texture index in the G-Buffer textures array
  124257. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  124258. */
  124259. static readonly POSITION_TEXTURE_TYPE: number;
  124260. /**
  124261. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  124262. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  124263. */
  124264. static readonly VELOCITY_TEXTURE_TYPE: number;
  124265. /**
  124266. * Dictionary used to store the previous transformation matrices of each rendered mesh
  124267. * in order to compute objects velocities when enableVelocity is set to "true"
  124268. * @hidden
  124269. */
  124270. _previousTransformationMatrices: {
  124271. [index: number]: ISavedTransformationMatrix;
  124272. };
  124273. /**
  124274. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  124275. * in order to compute objects velocities when enableVelocity is set to "true"
  124276. * @hidden
  124277. */
  124278. _previousBonesTransformationMatrices: {
  124279. [index: number]: Float32Array;
  124280. };
  124281. /**
  124282. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  124283. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  124284. */
  124285. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  124286. private _scene;
  124287. private _multiRenderTarget;
  124288. private _ratio;
  124289. private _enablePosition;
  124290. private _enableVelocity;
  124291. private _positionIndex;
  124292. private _velocityIndex;
  124293. protected _effect: Effect;
  124294. protected _cachedDefines: string;
  124295. /**
  124296. * Set the render list (meshes to be rendered) used in the G buffer.
  124297. */
  124298. renderList: Mesh[];
  124299. /**
  124300. * Gets wether or not G buffer are supported by the running hardware.
  124301. * This requires draw buffer supports
  124302. */
  124303. readonly isSupported: boolean;
  124304. /**
  124305. * Returns the index of the given texture type in the G-Buffer textures array
  124306. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  124307. * @returns the index of the given texture type in the G-Buffer textures array
  124308. */
  124309. getTextureIndex(textureType: number): number;
  124310. /**
  124311. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  124312. */
  124313. /**
  124314. * Sets whether or not objects positions are enabled for the G buffer.
  124315. */
  124316. enablePosition: boolean;
  124317. /**
  124318. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  124319. */
  124320. /**
  124321. * Sets wether or not objects velocities are enabled for the G buffer.
  124322. */
  124323. enableVelocity: boolean;
  124324. /**
  124325. * Gets the scene associated with the buffer.
  124326. */
  124327. readonly scene: Scene;
  124328. /**
  124329. * Gets the ratio used by the buffer during its creation.
  124330. * How big is the buffer related to the main canvas.
  124331. */
  124332. readonly ratio: number;
  124333. /** @hidden */
  124334. static _SceneComponentInitialization: (scene: Scene) => void;
  124335. /**
  124336. * Creates a new G Buffer for the scene
  124337. * @param scene The scene the buffer belongs to
  124338. * @param ratio How big is the buffer related to the main canvas.
  124339. */
  124340. constructor(scene: Scene, ratio?: number);
  124341. /**
  124342. * Checks wether everything is ready to render a submesh to the G buffer.
  124343. * @param subMesh the submesh to check readiness for
  124344. * @param useInstances is the mesh drawn using instance or not
  124345. * @returns true if ready otherwise false
  124346. */
  124347. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124348. /**
  124349. * Gets the current underlying G Buffer.
  124350. * @returns the buffer
  124351. */
  124352. getGBuffer(): MultiRenderTarget;
  124353. /**
  124354. * Gets the number of samples used to render the buffer (anti aliasing).
  124355. */
  124356. /**
  124357. * Sets the number of samples used to render the buffer (anti aliasing).
  124358. */
  124359. samples: number;
  124360. /**
  124361. * Disposes the renderer and frees up associated resources.
  124362. */
  124363. dispose(): void;
  124364. protected _createRenderTargets(): void;
  124365. private _copyBonesTransformationMatrices;
  124366. }
  124367. }
  124368. declare module BABYLON {
  124369. interface Scene {
  124370. /** @hidden (Backing field) */
  124371. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124372. /**
  124373. * Gets or Sets the current geometry buffer associated to the scene.
  124374. */
  124375. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124376. /**
  124377. * Enables a GeometryBufferRender and associates it with the scene
  124378. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124379. * @returns the GeometryBufferRenderer
  124380. */
  124381. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124382. /**
  124383. * Disables the GeometryBufferRender associated with the scene
  124384. */
  124385. disableGeometryBufferRenderer(): void;
  124386. }
  124387. /**
  124388. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124389. * in several rendering techniques.
  124390. */
  124391. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124392. /**
  124393. * The component name helpful to identify the component in the list of scene components.
  124394. */
  124395. readonly name: string;
  124396. /**
  124397. * The scene the component belongs to.
  124398. */
  124399. scene: Scene;
  124400. /**
  124401. * Creates a new instance of the component for the given scene
  124402. * @param scene Defines the scene to register the component in
  124403. */
  124404. constructor(scene: Scene);
  124405. /**
  124406. * Registers the component in a given scene
  124407. */
  124408. register(): void;
  124409. /**
  124410. * Rebuilds the elements related to this component in case of
  124411. * context lost for instance.
  124412. */
  124413. rebuild(): void;
  124414. /**
  124415. * Disposes the component and the associated ressources
  124416. */
  124417. dispose(): void;
  124418. private _gatherRenderTargets;
  124419. }
  124420. }
  124421. declare module BABYLON {
  124422. /** @hidden */
  124423. export var motionBlurPixelShader: {
  124424. name: string;
  124425. shader: string;
  124426. };
  124427. }
  124428. declare module BABYLON {
  124429. /**
  124430. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124431. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124432. * As an example, all you have to do is to create the post-process:
  124433. * var mb = new BABYLON.MotionBlurPostProcess(
  124434. * 'mb', // The name of the effect.
  124435. * scene, // The scene containing the objects to blur according to their velocity.
  124436. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124437. * camera // The camera to apply the render pass to.
  124438. * );
  124439. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124440. */
  124441. export class MotionBlurPostProcess extends PostProcess {
  124442. /**
  124443. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124444. */
  124445. motionStrength: number;
  124446. /**
  124447. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124448. */
  124449. /**
  124450. * Sets the number of iterations to be used for motion blur quality
  124451. */
  124452. motionBlurSamples: number;
  124453. private _motionBlurSamples;
  124454. private _geometryBufferRenderer;
  124455. /**
  124456. * Creates a new instance MotionBlurPostProcess
  124457. * @param name The name of the effect.
  124458. * @param scene The scene containing the objects to blur according to their velocity.
  124459. * @param options The required width/height ratio to downsize to before computing the render pass.
  124460. * @param camera The camera to apply the render pass to.
  124461. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124462. * @param engine The engine which the post process will be applied. (default: current engine)
  124463. * @param reusable If the post process can be reused on the same frame. (default: false)
  124464. * @param textureType Type of textures used when performing the post process. (default: 0)
  124465. * @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)
  124466. */
  124467. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124468. /**
  124469. * Excludes the given skinned mesh from computing bones velocities.
  124470. * 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.
  124471. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124472. */
  124473. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124474. /**
  124475. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124476. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124477. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124478. */
  124479. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124480. /**
  124481. * Disposes the post process.
  124482. * @param camera The camera to dispose the post process on.
  124483. */
  124484. dispose(camera?: Camera): void;
  124485. }
  124486. }
  124487. declare module BABYLON {
  124488. /** @hidden */
  124489. export var refractionPixelShader: {
  124490. name: string;
  124491. shader: string;
  124492. };
  124493. }
  124494. declare module BABYLON {
  124495. /**
  124496. * Post process which applies a refractin texture
  124497. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124498. */
  124499. export class RefractionPostProcess extends PostProcess {
  124500. /** the base color of the refraction (used to taint the rendering) */
  124501. color: Color3;
  124502. /** simulated refraction depth */
  124503. depth: number;
  124504. /** the coefficient of the base color (0 to remove base color tainting) */
  124505. colorLevel: number;
  124506. private _refTexture;
  124507. private _ownRefractionTexture;
  124508. /**
  124509. * Gets or sets the refraction texture
  124510. * Please note that you are responsible for disposing the texture if you set it manually
  124511. */
  124512. refractionTexture: Texture;
  124513. /**
  124514. * Initializes the RefractionPostProcess
  124515. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124516. * @param name The name of the effect.
  124517. * @param refractionTextureUrl Url of the refraction texture to use
  124518. * @param color the base color of the refraction (used to taint the rendering)
  124519. * @param depth simulated refraction depth
  124520. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124521. * @param camera The camera to apply the render pass to.
  124522. * @param options The required width/height ratio to downsize to before computing the render pass.
  124523. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124524. * @param engine The engine which the post process will be applied. (default: current engine)
  124525. * @param reusable If the post process can be reused on the same frame. (default: false)
  124526. */
  124527. constructor(name: string, refractionTextureUrl: string,
  124528. /** the base color of the refraction (used to taint the rendering) */
  124529. color: Color3,
  124530. /** simulated refraction depth */
  124531. depth: number,
  124532. /** the coefficient of the base color (0 to remove base color tainting) */
  124533. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124534. /**
  124535. * Disposes of the post process
  124536. * @param camera Camera to dispose post process on
  124537. */
  124538. dispose(camera: Camera): void;
  124539. }
  124540. }
  124541. declare module BABYLON {
  124542. /** @hidden */
  124543. export var sharpenPixelShader: {
  124544. name: string;
  124545. shader: string;
  124546. };
  124547. }
  124548. declare module BABYLON {
  124549. /**
  124550. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124551. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124552. */
  124553. export class SharpenPostProcess extends PostProcess {
  124554. /**
  124555. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124556. */
  124557. colorAmount: number;
  124558. /**
  124559. * How much sharpness should be applied (default: 0.3)
  124560. */
  124561. edgeAmount: number;
  124562. /**
  124563. * Creates a new instance ConvolutionPostProcess
  124564. * @param name The name of the effect.
  124565. * @param options The required width/height ratio to downsize to before computing the render pass.
  124566. * @param camera The camera to apply the render pass to.
  124567. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124568. * @param engine The engine which the post process will be applied. (default: current engine)
  124569. * @param reusable If the post process can be reused on the same frame. (default: false)
  124570. * @param textureType Type of textures used when performing the post process. (default: 0)
  124571. * @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)
  124572. */
  124573. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124574. }
  124575. }
  124576. declare module BABYLON {
  124577. /**
  124578. * PostProcessRenderPipeline
  124579. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124580. */
  124581. export class PostProcessRenderPipeline {
  124582. private engine;
  124583. private _renderEffects;
  124584. private _renderEffectsForIsolatedPass;
  124585. /**
  124586. * List of inspectable custom properties (used by the Inspector)
  124587. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124588. */
  124589. inspectableCustomProperties: IInspectable[];
  124590. /**
  124591. * @hidden
  124592. */
  124593. protected _cameras: Camera[];
  124594. /** @hidden */
  124595. _name: string;
  124596. /**
  124597. * Gets pipeline name
  124598. */
  124599. readonly name: string;
  124600. /**
  124601. * Initializes a PostProcessRenderPipeline
  124602. * @param engine engine to add the pipeline to
  124603. * @param name name of the pipeline
  124604. */
  124605. constructor(engine: Engine, name: string);
  124606. /**
  124607. * Gets the class name
  124608. * @returns "PostProcessRenderPipeline"
  124609. */
  124610. getClassName(): string;
  124611. /**
  124612. * If all the render effects in the pipeline are supported
  124613. */
  124614. readonly isSupported: boolean;
  124615. /**
  124616. * Adds an effect to the pipeline
  124617. * @param renderEffect the effect to add
  124618. */
  124619. addEffect(renderEffect: PostProcessRenderEffect): void;
  124620. /** @hidden */
  124621. _rebuild(): void;
  124622. /** @hidden */
  124623. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124624. /** @hidden */
  124625. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124626. /** @hidden */
  124627. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124628. /** @hidden */
  124629. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124630. /** @hidden */
  124631. _attachCameras(cameras: Camera, unique: boolean): void;
  124632. /** @hidden */
  124633. _attachCameras(cameras: Camera[], unique: boolean): void;
  124634. /** @hidden */
  124635. _detachCameras(cameras: Camera): void;
  124636. /** @hidden */
  124637. _detachCameras(cameras: Nullable<Camera[]>): void;
  124638. /** @hidden */
  124639. _update(): void;
  124640. /** @hidden */
  124641. _reset(): void;
  124642. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124643. /**
  124644. * Disposes of the pipeline
  124645. */
  124646. dispose(): void;
  124647. }
  124648. }
  124649. declare module BABYLON {
  124650. /**
  124651. * PostProcessRenderPipelineManager class
  124652. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124653. */
  124654. export class PostProcessRenderPipelineManager {
  124655. private _renderPipelines;
  124656. /**
  124657. * Initializes a PostProcessRenderPipelineManager
  124658. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124659. */
  124660. constructor();
  124661. /**
  124662. * Gets the list of supported render pipelines
  124663. */
  124664. readonly supportedPipelines: PostProcessRenderPipeline[];
  124665. /**
  124666. * Adds a pipeline to the manager
  124667. * @param renderPipeline The pipeline to add
  124668. */
  124669. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124670. /**
  124671. * Attaches a camera to the pipeline
  124672. * @param renderPipelineName The name of the pipeline to attach to
  124673. * @param cameras the camera to attach
  124674. * @param unique if the camera can be attached multiple times to the pipeline
  124675. */
  124676. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124677. /**
  124678. * Detaches a camera from the pipeline
  124679. * @param renderPipelineName The name of the pipeline to detach from
  124680. * @param cameras the camera to detach
  124681. */
  124682. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124683. /**
  124684. * Enables an effect by name on a pipeline
  124685. * @param renderPipelineName the name of the pipeline to enable the effect in
  124686. * @param renderEffectName the name of the effect to enable
  124687. * @param cameras the cameras that the effect should be enabled on
  124688. */
  124689. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124690. /**
  124691. * Disables an effect by name on a pipeline
  124692. * @param renderPipelineName the name of the pipeline to disable the effect in
  124693. * @param renderEffectName the name of the effect to disable
  124694. * @param cameras the cameras that the effect should be disabled on
  124695. */
  124696. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124697. /**
  124698. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124699. */
  124700. update(): void;
  124701. /** @hidden */
  124702. _rebuild(): void;
  124703. /**
  124704. * Disposes of the manager and pipelines
  124705. */
  124706. dispose(): void;
  124707. }
  124708. }
  124709. declare module BABYLON {
  124710. interface Scene {
  124711. /** @hidden (Backing field) */
  124712. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124713. /**
  124714. * Gets the postprocess render pipeline manager
  124715. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124716. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124717. */
  124718. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124719. }
  124720. /**
  124721. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124722. */
  124723. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124724. /**
  124725. * The component name helpfull to identify the component in the list of scene components.
  124726. */
  124727. readonly name: string;
  124728. /**
  124729. * The scene the component belongs to.
  124730. */
  124731. scene: Scene;
  124732. /**
  124733. * Creates a new instance of the component for the given scene
  124734. * @param scene Defines the scene to register the component in
  124735. */
  124736. constructor(scene: Scene);
  124737. /**
  124738. * Registers the component in a given scene
  124739. */
  124740. register(): void;
  124741. /**
  124742. * Rebuilds the elements related to this component in case of
  124743. * context lost for instance.
  124744. */
  124745. rebuild(): void;
  124746. /**
  124747. * Disposes the component and the associated ressources
  124748. */
  124749. dispose(): void;
  124750. private _gatherRenderTargets;
  124751. }
  124752. }
  124753. declare module BABYLON {
  124754. /**
  124755. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124756. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124757. */
  124758. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124759. private _scene;
  124760. private _camerasToBeAttached;
  124761. /**
  124762. * ID of the sharpen post process,
  124763. */
  124764. private readonly SharpenPostProcessId;
  124765. /**
  124766. * @ignore
  124767. * ID of the image processing post process;
  124768. */
  124769. readonly ImageProcessingPostProcessId: string;
  124770. /**
  124771. * @ignore
  124772. * ID of the Fast Approximate Anti-Aliasing post process;
  124773. */
  124774. readonly FxaaPostProcessId: string;
  124775. /**
  124776. * ID of the chromatic aberration post process,
  124777. */
  124778. private readonly ChromaticAberrationPostProcessId;
  124779. /**
  124780. * ID of the grain post process
  124781. */
  124782. private readonly GrainPostProcessId;
  124783. /**
  124784. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124785. */
  124786. sharpen: SharpenPostProcess;
  124787. private _sharpenEffect;
  124788. private bloom;
  124789. /**
  124790. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124791. */
  124792. depthOfField: DepthOfFieldEffect;
  124793. /**
  124794. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124795. */
  124796. fxaa: FxaaPostProcess;
  124797. /**
  124798. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124799. */
  124800. imageProcessing: ImageProcessingPostProcess;
  124801. /**
  124802. * Chromatic aberration post process which will shift rgb colors in the image
  124803. */
  124804. chromaticAberration: ChromaticAberrationPostProcess;
  124805. private _chromaticAberrationEffect;
  124806. /**
  124807. * Grain post process which add noise to the image
  124808. */
  124809. grain: GrainPostProcess;
  124810. private _grainEffect;
  124811. /**
  124812. * Glow post process which adds a glow to emissive areas of the image
  124813. */
  124814. private _glowLayer;
  124815. /**
  124816. * Animations which can be used to tweak settings over a period of time
  124817. */
  124818. animations: Animation[];
  124819. private _imageProcessingConfigurationObserver;
  124820. private _sharpenEnabled;
  124821. private _bloomEnabled;
  124822. private _depthOfFieldEnabled;
  124823. private _depthOfFieldBlurLevel;
  124824. private _fxaaEnabled;
  124825. private _imageProcessingEnabled;
  124826. private _defaultPipelineTextureType;
  124827. private _bloomScale;
  124828. private _chromaticAberrationEnabled;
  124829. private _grainEnabled;
  124830. private _buildAllowed;
  124831. /**
  124832. * Gets active scene
  124833. */
  124834. readonly scene: Scene;
  124835. /**
  124836. * Enable or disable the sharpen process from the pipeline
  124837. */
  124838. sharpenEnabled: boolean;
  124839. private _resizeObserver;
  124840. private _hardwareScaleLevel;
  124841. private _bloomKernel;
  124842. /**
  124843. * Specifies the size of the bloom blur kernel, relative to the final output size
  124844. */
  124845. bloomKernel: number;
  124846. /**
  124847. * Specifies the weight of the bloom in the final rendering
  124848. */
  124849. private _bloomWeight;
  124850. /**
  124851. * Specifies the luma threshold for the area that will be blurred by the bloom
  124852. */
  124853. private _bloomThreshold;
  124854. private _hdr;
  124855. /**
  124856. * The strength of the bloom.
  124857. */
  124858. bloomWeight: number;
  124859. /**
  124860. * The strength of the bloom.
  124861. */
  124862. bloomThreshold: number;
  124863. /**
  124864. * The scale of the bloom, lower value will provide better performance.
  124865. */
  124866. bloomScale: number;
  124867. /**
  124868. * Enable or disable the bloom from the pipeline
  124869. */
  124870. bloomEnabled: boolean;
  124871. private _rebuildBloom;
  124872. /**
  124873. * If the depth of field is enabled.
  124874. */
  124875. depthOfFieldEnabled: boolean;
  124876. /**
  124877. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124878. */
  124879. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124880. /**
  124881. * If the anti aliasing is enabled.
  124882. */
  124883. fxaaEnabled: boolean;
  124884. private _samples;
  124885. /**
  124886. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124887. */
  124888. samples: number;
  124889. /**
  124890. * If image processing is enabled.
  124891. */
  124892. imageProcessingEnabled: boolean;
  124893. /**
  124894. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124895. */
  124896. glowLayerEnabled: boolean;
  124897. /**
  124898. * Gets the glow layer (or null if not defined)
  124899. */
  124900. readonly glowLayer: Nullable<GlowLayer>;
  124901. /**
  124902. * Enable or disable the chromaticAberration process from the pipeline
  124903. */
  124904. chromaticAberrationEnabled: boolean;
  124905. /**
  124906. * Enable or disable the grain process from the pipeline
  124907. */
  124908. grainEnabled: boolean;
  124909. /**
  124910. * @constructor
  124911. * @param name - The rendering pipeline name (default: "")
  124912. * @param hdr - If high dynamic range textures should be used (default: true)
  124913. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124914. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124915. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124916. */
  124917. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124918. /**
  124919. * Get the class name
  124920. * @returns "DefaultRenderingPipeline"
  124921. */
  124922. getClassName(): string;
  124923. /**
  124924. * Force the compilation of the entire pipeline.
  124925. */
  124926. prepare(): void;
  124927. private _hasCleared;
  124928. private _prevPostProcess;
  124929. private _prevPrevPostProcess;
  124930. private _setAutoClearAndTextureSharing;
  124931. private _depthOfFieldSceneObserver;
  124932. private _buildPipeline;
  124933. private _disposePostProcesses;
  124934. /**
  124935. * Adds a camera to the pipeline
  124936. * @param camera the camera to be added
  124937. */
  124938. addCamera(camera: Camera): void;
  124939. /**
  124940. * Removes a camera from the pipeline
  124941. * @param camera the camera to remove
  124942. */
  124943. removeCamera(camera: Camera): void;
  124944. /**
  124945. * Dispose of the pipeline and stop all post processes
  124946. */
  124947. dispose(): void;
  124948. /**
  124949. * Serialize the rendering pipeline (Used when exporting)
  124950. * @returns the serialized object
  124951. */
  124952. serialize(): any;
  124953. /**
  124954. * Parse the serialized pipeline
  124955. * @param source Source pipeline.
  124956. * @param scene The scene to load the pipeline to.
  124957. * @param rootUrl The URL of the serialized pipeline.
  124958. * @returns An instantiated pipeline from the serialized object.
  124959. */
  124960. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124961. }
  124962. }
  124963. declare module BABYLON {
  124964. /** @hidden */
  124965. export var lensHighlightsPixelShader: {
  124966. name: string;
  124967. shader: string;
  124968. };
  124969. }
  124970. declare module BABYLON {
  124971. /** @hidden */
  124972. export var depthOfFieldPixelShader: {
  124973. name: string;
  124974. shader: string;
  124975. };
  124976. }
  124977. declare module BABYLON {
  124978. /**
  124979. * BABYLON.JS Chromatic Aberration GLSL Shader
  124980. * Author: Olivier Guyot
  124981. * Separates very slightly R, G and B colors on the edges of the screen
  124982. * Inspired by Francois Tarlier & Martins Upitis
  124983. */
  124984. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124985. /**
  124986. * @ignore
  124987. * The chromatic aberration PostProcess id in the pipeline
  124988. */
  124989. LensChromaticAberrationEffect: string;
  124990. /**
  124991. * @ignore
  124992. * The highlights enhancing PostProcess id in the pipeline
  124993. */
  124994. HighlightsEnhancingEffect: string;
  124995. /**
  124996. * @ignore
  124997. * The depth-of-field PostProcess id in the pipeline
  124998. */
  124999. LensDepthOfFieldEffect: string;
  125000. private _scene;
  125001. private _depthTexture;
  125002. private _grainTexture;
  125003. private _chromaticAberrationPostProcess;
  125004. private _highlightsPostProcess;
  125005. private _depthOfFieldPostProcess;
  125006. private _edgeBlur;
  125007. private _grainAmount;
  125008. private _chromaticAberration;
  125009. private _distortion;
  125010. private _highlightsGain;
  125011. private _highlightsThreshold;
  125012. private _dofDistance;
  125013. private _dofAperture;
  125014. private _dofDarken;
  125015. private _dofPentagon;
  125016. private _blurNoise;
  125017. /**
  125018. * @constructor
  125019. *
  125020. * Effect parameters are as follow:
  125021. * {
  125022. * chromatic_aberration: number; // from 0 to x (1 for realism)
  125023. * edge_blur: number; // from 0 to x (1 for realism)
  125024. * distortion: number; // from 0 to x (1 for realism)
  125025. * grain_amount: number; // from 0 to 1
  125026. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  125027. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  125028. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  125029. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  125030. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  125031. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  125032. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  125033. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  125034. * }
  125035. * Note: if an effect parameter is unset, effect is disabled
  125036. *
  125037. * @param name The rendering pipeline name
  125038. * @param parameters - An object containing all parameters (see above)
  125039. * @param scene The scene linked to this pipeline
  125040. * @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)
  125041. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125042. */
  125043. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  125044. /**
  125045. * Get the class name
  125046. * @returns "LensRenderingPipeline"
  125047. */
  125048. getClassName(): string;
  125049. /**
  125050. * Gets associated scene
  125051. */
  125052. readonly scene: Scene;
  125053. /**
  125054. * Gets or sets the edge blur
  125055. */
  125056. edgeBlur: number;
  125057. /**
  125058. * Gets or sets the grain amount
  125059. */
  125060. grainAmount: number;
  125061. /**
  125062. * Gets or sets the chromatic aberration amount
  125063. */
  125064. chromaticAberration: number;
  125065. /**
  125066. * Gets or sets the depth of field aperture
  125067. */
  125068. dofAperture: number;
  125069. /**
  125070. * Gets or sets the edge distortion
  125071. */
  125072. edgeDistortion: number;
  125073. /**
  125074. * Gets or sets the depth of field distortion
  125075. */
  125076. dofDistortion: number;
  125077. /**
  125078. * Gets or sets the darken out of focus amount
  125079. */
  125080. darkenOutOfFocus: number;
  125081. /**
  125082. * Gets or sets a boolean indicating if blur noise is enabled
  125083. */
  125084. blurNoise: boolean;
  125085. /**
  125086. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  125087. */
  125088. pentagonBokeh: boolean;
  125089. /**
  125090. * Gets or sets the highlight grain amount
  125091. */
  125092. highlightsGain: number;
  125093. /**
  125094. * Gets or sets the highlight threshold
  125095. */
  125096. highlightsThreshold: number;
  125097. /**
  125098. * Sets the amount of blur at the edges
  125099. * @param amount blur amount
  125100. */
  125101. setEdgeBlur(amount: number): void;
  125102. /**
  125103. * Sets edge blur to 0
  125104. */
  125105. disableEdgeBlur(): void;
  125106. /**
  125107. * Sets the amout of grain
  125108. * @param amount Amount of grain
  125109. */
  125110. setGrainAmount(amount: number): void;
  125111. /**
  125112. * Set grain amount to 0
  125113. */
  125114. disableGrain(): void;
  125115. /**
  125116. * Sets the chromatic aberration amount
  125117. * @param amount amount of chromatic aberration
  125118. */
  125119. setChromaticAberration(amount: number): void;
  125120. /**
  125121. * Sets chromatic aberration amount to 0
  125122. */
  125123. disableChromaticAberration(): void;
  125124. /**
  125125. * Sets the EdgeDistortion amount
  125126. * @param amount amount of EdgeDistortion
  125127. */
  125128. setEdgeDistortion(amount: number): void;
  125129. /**
  125130. * Sets edge distortion to 0
  125131. */
  125132. disableEdgeDistortion(): void;
  125133. /**
  125134. * Sets the FocusDistance amount
  125135. * @param amount amount of FocusDistance
  125136. */
  125137. setFocusDistance(amount: number): void;
  125138. /**
  125139. * Disables depth of field
  125140. */
  125141. disableDepthOfField(): void;
  125142. /**
  125143. * Sets the Aperture amount
  125144. * @param amount amount of Aperture
  125145. */
  125146. setAperture(amount: number): void;
  125147. /**
  125148. * Sets the DarkenOutOfFocus amount
  125149. * @param amount amount of DarkenOutOfFocus
  125150. */
  125151. setDarkenOutOfFocus(amount: number): void;
  125152. private _pentagonBokehIsEnabled;
  125153. /**
  125154. * Creates a pentagon bokeh effect
  125155. */
  125156. enablePentagonBokeh(): void;
  125157. /**
  125158. * Disables the pentagon bokeh effect
  125159. */
  125160. disablePentagonBokeh(): void;
  125161. /**
  125162. * Enables noise blur
  125163. */
  125164. enableNoiseBlur(): void;
  125165. /**
  125166. * Disables noise blur
  125167. */
  125168. disableNoiseBlur(): void;
  125169. /**
  125170. * Sets the HighlightsGain amount
  125171. * @param amount amount of HighlightsGain
  125172. */
  125173. setHighlightsGain(amount: number): void;
  125174. /**
  125175. * Sets the HighlightsThreshold amount
  125176. * @param amount amount of HighlightsThreshold
  125177. */
  125178. setHighlightsThreshold(amount: number): void;
  125179. /**
  125180. * Disables highlights
  125181. */
  125182. disableHighlights(): void;
  125183. /**
  125184. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  125185. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  125186. */
  125187. dispose(disableDepthRender?: boolean): void;
  125188. private _createChromaticAberrationPostProcess;
  125189. private _createHighlightsPostProcess;
  125190. private _createDepthOfFieldPostProcess;
  125191. private _createGrainTexture;
  125192. }
  125193. }
  125194. declare module BABYLON {
  125195. /** @hidden */
  125196. export var ssao2PixelShader: {
  125197. name: string;
  125198. shader: string;
  125199. };
  125200. }
  125201. declare module BABYLON {
  125202. /** @hidden */
  125203. export var ssaoCombinePixelShader: {
  125204. name: string;
  125205. shader: string;
  125206. };
  125207. }
  125208. declare module BABYLON {
  125209. /**
  125210. * Render pipeline to produce ssao effect
  125211. */
  125212. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  125213. /**
  125214. * @ignore
  125215. * The PassPostProcess id in the pipeline that contains the original scene color
  125216. */
  125217. SSAOOriginalSceneColorEffect: string;
  125218. /**
  125219. * @ignore
  125220. * The SSAO PostProcess id in the pipeline
  125221. */
  125222. SSAORenderEffect: string;
  125223. /**
  125224. * @ignore
  125225. * The horizontal blur PostProcess id in the pipeline
  125226. */
  125227. SSAOBlurHRenderEffect: string;
  125228. /**
  125229. * @ignore
  125230. * The vertical blur PostProcess id in the pipeline
  125231. */
  125232. SSAOBlurVRenderEffect: string;
  125233. /**
  125234. * @ignore
  125235. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125236. */
  125237. SSAOCombineRenderEffect: string;
  125238. /**
  125239. * The output strength of the SSAO post-process. Default value is 1.0.
  125240. */
  125241. totalStrength: number;
  125242. /**
  125243. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  125244. */
  125245. maxZ: number;
  125246. /**
  125247. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  125248. */
  125249. minZAspect: number;
  125250. private _samples;
  125251. /**
  125252. * Number of samples used for the SSAO calculations. Default value is 8
  125253. */
  125254. samples: number;
  125255. private _textureSamples;
  125256. /**
  125257. * Number of samples to use for antialiasing
  125258. */
  125259. textureSamples: number;
  125260. /**
  125261. * Ratio object used for SSAO ratio and blur ratio
  125262. */
  125263. private _ratio;
  125264. /**
  125265. * Dynamically generated sphere sampler.
  125266. */
  125267. private _sampleSphere;
  125268. /**
  125269. * Blur filter offsets
  125270. */
  125271. private _samplerOffsets;
  125272. private _expensiveBlur;
  125273. /**
  125274. * If bilateral blur should be used
  125275. */
  125276. expensiveBlur: boolean;
  125277. /**
  125278. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  125279. */
  125280. radius: number;
  125281. /**
  125282. * The base color of the SSAO post-process
  125283. * The final result is "base + ssao" between [0, 1]
  125284. */
  125285. base: number;
  125286. /**
  125287. * Support test.
  125288. */
  125289. static readonly IsSupported: boolean;
  125290. private _scene;
  125291. private _depthTexture;
  125292. private _normalTexture;
  125293. private _randomTexture;
  125294. private _originalColorPostProcess;
  125295. private _ssaoPostProcess;
  125296. private _blurHPostProcess;
  125297. private _blurVPostProcess;
  125298. private _ssaoCombinePostProcess;
  125299. private _firstUpdate;
  125300. /**
  125301. * Gets active scene
  125302. */
  125303. readonly scene: Scene;
  125304. /**
  125305. * @constructor
  125306. * @param name The rendering pipeline name
  125307. * @param scene The scene linked to this pipeline
  125308. * @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 }
  125309. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125310. */
  125311. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125312. /**
  125313. * Get the class name
  125314. * @returns "SSAO2RenderingPipeline"
  125315. */
  125316. getClassName(): string;
  125317. /**
  125318. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125319. */
  125320. dispose(disableGeometryBufferRenderer?: boolean): void;
  125321. private _createBlurPostProcess;
  125322. /** @hidden */
  125323. _rebuild(): void;
  125324. private _bits;
  125325. private _radicalInverse_VdC;
  125326. private _hammersley;
  125327. private _hemisphereSample_uniform;
  125328. private _generateHemisphere;
  125329. private _createSSAOPostProcess;
  125330. private _createSSAOCombinePostProcess;
  125331. private _createRandomTexture;
  125332. /**
  125333. * Serialize the rendering pipeline (Used when exporting)
  125334. * @returns the serialized object
  125335. */
  125336. serialize(): any;
  125337. /**
  125338. * Parse the serialized pipeline
  125339. * @param source Source pipeline.
  125340. * @param scene The scene to load the pipeline to.
  125341. * @param rootUrl The URL of the serialized pipeline.
  125342. * @returns An instantiated pipeline from the serialized object.
  125343. */
  125344. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125345. }
  125346. }
  125347. declare module BABYLON {
  125348. /** @hidden */
  125349. export var ssaoPixelShader: {
  125350. name: string;
  125351. shader: string;
  125352. };
  125353. }
  125354. declare module BABYLON {
  125355. /**
  125356. * Render pipeline to produce ssao effect
  125357. */
  125358. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125359. /**
  125360. * @ignore
  125361. * The PassPostProcess id in the pipeline that contains the original scene color
  125362. */
  125363. SSAOOriginalSceneColorEffect: string;
  125364. /**
  125365. * @ignore
  125366. * The SSAO PostProcess id in the pipeline
  125367. */
  125368. SSAORenderEffect: string;
  125369. /**
  125370. * @ignore
  125371. * The horizontal blur PostProcess id in the pipeline
  125372. */
  125373. SSAOBlurHRenderEffect: string;
  125374. /**
  125375. * @ignore
  125376. * The vertical blur PostProcess id in the pipeline
  125377. */
  125378. SSAOBlurVRenderEffect: string;
  125379. /**
  125380. * @ignore
  125381. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125382. */
  125383. SSAOCombineRenderEffect: string;
  125384. /**
  125385. * The output strength of the SSAO post-process. Default value is 1.0.
  125386. */
  125387. totalStrength: number;
  125388. /**
  125389. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125390. */
  125391. radius: number;
  125392. /**
  125393. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125394. * Must not be equal to fallOff and superior to fallOff.
  125395. * Default value is 0.0075
  125396. */
  125397. area: number;
  125398. /**
  125399. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125400. * Must not be equal to area and inferior to area.
  125401. * Default value is 0.000001
  125402. */
  125403. fallOff: number;
  125404. /**
  125405. * The base color of the SSAO post-process
  125406. * The final result is "base + ssao" between [0, 1]
  125407. */
  125408. base: number;
  125409. private _scene;
  125410. private _depthTexture;
  125411. private _randomTexture;
  125412. private _originalColorPostProcess;
  125413. private _ssaoPostProcess;
  125414. private _blurHPostProcess;
  125415. private _blurVPostProcess;
  125416. private _ssaoCombinePostProcess;
  125417. private _firstUpdate;
  125418. /**
  125419. * Gets active scene
  125420. */
  125421. readonly scene: Scene;
  125422. /**
  125423. * @constructor
  125424. * @param name - The rendering pipeline name
  125425. * @param scene - The scene linked to this pipeline
  125426. * @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 }
  125427. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125428. */
  125429. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125430. /**
  125431. * Get the class name
  125432. * @returns "SSAORenderingPipeline"
  125433. */
  125434. getClassName(): string;
  125435. /**
  125436. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125437. */
  125438. dispose(disableDepthRender?: boolean): void;
  125439. private _createBlurPostProcess;
  125440. /** @hidden */
  125441. _rebuild(): void;
  125442. private _createSSAOPostProcess;
  125443. private _createSSAOCombinePostProcess;
  125444. private _createRandomTexture;
  125445. }
  125446. }
  125447. declare module BABYLON {
  125448. /** @hidden */
  125449. export var standardPixelShader: {
  125450. name: string;
  125451. shader: string;
  125452. };
  125453. }
  125454. declare module BABYLON {
  125455. /**
  125456. * Standard rendering pipeline
  125457. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125458. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125459. */
  125460. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125461. /**
  125462. * Public members
  125463. */
  125464. /**
  125465. * Post-process which contains the original scene color before the pipeline applies all the effects
  125466. */
  125467. originalPostProcess: Nullable<PostProcess>;
  125468. /**
  125469. * Post-process used to down scale an image x4
  125470. */
  125471. downSampleX4PostProcess: Nullable<PostProcess>;
  125472. /**
  125473. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125474. */
  125475. brightPassPostProcess: Nullable<PostProcess>;
  125476. /**
  125477. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125478. */
  125479. blurHPostProcesses: PostProcess[];
  125480. /**
  125481. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125482. */
  125483. blurVPostProcesses: PostProcess[];
  125484. /**
  125485. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125486. */
  125487. textureAdderPostProcess: Nullable<PostProcess>;
  125488. /**
  125489. * Post-process used to create volumetric lighting effect
  125490. */
  125491. volumetricLightPostProcess: Nullable<PostProcess>;
  125492. /**
  125493. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125494. */
  125495. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125496. /**
  125497. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125498. */
  125499. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125500. /**
  125501. * Post-process used to merge the volumetric light effect and the real scene color
  125502. */
  125503. volumetricLightMergePostProces: Nullable<PostProcess>;
  125504. /**
  125505. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125506. */
  125507. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125508. /**
  125509. * Base post-process used to calculate the average luminance of the final image for HDR
  125510. */
  125511. luminancePostProcess: Nullable<PostProcess>;
  125512. /**
  125513. * Post-processes used to create down sample post-processes in order to get
  125514. * the average luminance of the final image for HDR
  125515. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125516. */
  125517. luminanceDownSamplePostProcesses: PostProcess[];
  125518. /**
  125519. * Post-process used to create a HDR effect (light adaptation)
  125520. */
  125521. hdrPostProcess: Nullable<PostProcess>;
  125522. /**
  125523. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125524. */
  125525. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125526. /**
  125527. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125528. */
  125529. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125530. /**
  125531. * Post-process used to merge the final HDR post-process and the real scene color
  125532. */
  125533. hdrFinalPostProcess: Nullable<PostProcess>;
  125534. /**
  125535. * Post-process used to create a lens flare effect
  125536. */
  125537. lensFlarePostProcess: Nullable<PostProcess>;
  125538. /**
  125539. * Post-process that merges the result of the lens flare post-process and the real scene color
  125540. */
  125541. lensFlareComposePostProcess: Nullable<PostProcess>;
  125542. /**
  125543. * Post-process used to create a motion blur effect
  125544. */
  125545. motionBlurPostProcess: Nullable<PostProcess>;
  125546. /**
  125547. * Post-process used to create a depth of field effect
  125548. */
  125549. depthOfFieldPostProcess: Nullable<PostProcess>;
  125550. /**
  125551. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125552. */
  125553. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125554. /**
  125555. * Represents the brightness threshold in order to configure the illuminated surfaces
  125556. */
  125557. brightThreshold: number;
  125558. /**
  125559. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125560. */
  125561. blurWidth: number;
  125562. /**
  125563. * Sets if the blur for highlighted surfaces must be only horizontal
  125564. */
  125565. horizontalBlur: boolean;
  125566. /**
  125567. * Gets the overall exposure used by the pipeline
  125568. */
  125569. /**
  125570. * Sets the overall exposure used by the pipeline
  125571. */
  125572. exposure: number;
  125573. /**
  125574. * Texture used typically to simulate "dirty" on camera lens
  125575. */
  125576. lensTexture: Nullable<Texture>;
  125577. /**
  125578. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125579. */
  125580. volumetricLightCoefficient: number;
  125581. /**
  125582. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125583. */
  125584. volumetricLightPower: number;
  125585. /**
  125586. * Used the set the blur intensity to smooth the volumetric lights
  125587. */
  125588. volumetricLightBlurScale: number;
  125589. /**
  125590. * Light (spot or directional) used to generate the volumetric lights rays
  125591. * The source light must have a shadow generate so the pipeline can get its
  125592. * depth map
  125593. */
  125594. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125595. /**
  125596. * For eye adaptation, represents the minimum luminance the eye can see
  125597. */
  125598. hdrMinimumLuminance: number;
  125599. /**
  125600. * For eye adaptation, represents the decrease luminance speed
  125601. */
  125602. hdrDecreaseRate: number;
  125603. /**
  125604. * For eye adaptation, represents the increase luminance speed
  125605. */
  125606. hdrIncreaseRate: number;
  125607. /**
  125608. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125609. */
  125610. /**
  125611. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125612. */
  125613. hdrAutoExposure: boolean;
  125614. /**
  125615. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125616. */
  125617. lensColorTexture: Nullable<Texture>;
  125618. /**
  125619. * The overall strengh for the lens flare effect
  125620. */
  125621. lensFlareStrength: number;
  125622. /**
  125623. * Dispersion coefficient for lens flare ghosts
  125624. */
  125625. lensFlareGhostDispersal: number;
  125626. /**
  125627. * Main lens flare halo width
  125628. */
  125629. lensFlareHaloWidth: number;
  125630. /**
  125631. * Based on the lens distortion effect, defines how much the lens flare result
  125632. * is distorted
  125633. */
  125634. lensFlareDistortionStrength: number;
  125635. /**
  125636. * Configures the blur intensity used for for lens flare (halo)
  125637. */
  125638. lensFlareBlurWidth: number;
  125639. /**
  125640. * Lens star texture must be used to simulate rays on the flares and is available
  125641. * in the documentation
  125642. */
  125643. lensStarTexture: Nullable<Texture>;
  125644. /**
  125645. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125646. * flare effect by taking account of the dirt texture
  125647. */
  125648. lensFlareDirtTexture: Nullable<Texture>;
  125649. /**
  125650. * Represents the focal length for the depth of field effect
  125651. */
  125652. depthOfFieldDistance: number;
  125653. /**
  125654. * Represents the blur intensity for the blurred part of the depth of field effect
  125655. */
  125656. depthOfFieldBlurWidth: number;
  125657. /**
  125658. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125659. */
  125660. /**
  125661. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125662. */
  125663. motionStrength: number;
  125664. /**
  125665. * Gets wether or not the motion blur post-process is object based or screen based.
  125666. */
  125667. /**
  125668. * Sets wether or not the motion blur post-process should be object based or screen based
  125669. */
  125670. objectBasedMotionBlur: boolean;
  125671. /**
  125672. * List of animations for the pipeline (IAnimatable implementation)
  125673. */
  125674. animations: Animation[];
  125675. /**
  125676. * Private members
  125677. */
  125678. private _scene;
  125679. private _currentDepthOfFieldSource;
  125680. private _basePostProcess;
  125681. private _fixedExposure;
  125682. private _currentExposure;
  125683. private _hdrAutoExposure;
  125684. private _hdrCurrentLuminance;
  125685. private _motionStrength;
  125686. private _isObjectBasedMotionBlur;
  125687. private _floatTextureType;
  125688. private _camerasToBeAttached;
  125689. private _ratio;
  125690. private _bloomEnabled;
  125691. private _depthOfFieldEnabled;
  125692. private _vlsEnabled;
  125693. private _lensFlareEnabled;
  125694. private _hdrEnabled;
  125695. private _motionBlurEnabled;
  125696. private _fxaaEnabled;
  125697. private _motionBlurSamples;
  125698. private _volumetricLightStepsCount;
  125699. private _samples;
  125700. /**
  125701. * @ignore
  125702. * Specifies if the bloom pipeline is enabled
  125703. */
  125704. BloomEnabled: boolean;
  125705. /**
  125706. * @ignore
  125707. * Specifies if the depth of field pipeline is enabed
  125708. */
  125709. DepthOfFieldEnabled: boolean;
  125710. /**
  125711. * @ignore
  125712. * Specifies if the lens flare pipeline is enabed
  125713. */
  125714. LensFlareEnabled: boolean;
  125715. /**
  125716. * @ignore
  125717. * Specifies if the HDR pipeline is enabled
  125718. */
  125719. HDREnabled: boolean;
  125720. /**
  125721. * @ignore
  125722. * Specifies if the volumetric lights scattering effect is enabled
  125723. */
  125724. VLSEnabled: boolean;
  125725. /**
  125726. * @ignore
  125727. * Specifies if the motion blur effect is enabled
  125728. */
  125729. MotionBlurEnabled: boolean;
  125730. /**
  125731. * Specifies if anti-aliasing is enabled
  125732. */
  125733. fxaaEnabled: boolean;
  125734. /**
  125735. * Specifies the number of steps used to calculate the volumetric lights
  125736. * Typically in interval [50, 200]
  125737. */
  125738. volumetricLightStepsCount: number;
  125739. /**
  125740. * Specifies the number of samples used for the motion blur effect
  125741. * Typically in interval [16, 64]
  125742. */
  125743. motionBlurSamples: number;
  125744. /**
  125745. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125746. */
  125747. samples: number;
  125748. /**
  125749. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125750. * @constructor
  125751. * @param name The rendering pipeline name
  125752. * @param scene The scene linked to this pipeline
  125753. * @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)
  125754. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125755. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125756. */
  125757. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125758. private _buildPipeline;
  125759. private _createDownSampleX4PostProcess;
  125760. private _createBrightPassPostProcess;
  125761. private _createBlurPostProcesses;
  125762. private _createTextureAdderPostProcess;
  125763. private _createVolumetricLightPostProcess;
  125764. private _createLuminancePostProcesses;
  125765. private _createHdrPostProcess;
  125766. private _createLensFlarePostProcess;
  125767. private _createDepthOfFieldPostProcess;
  125768. private _createMotionBlurPostProcess;
  125769. private _getDepthTexture;
  125770. private _disposePostProcesses;
  125771. /**
  125772. * Dispose of the pipeline and stop all post processes
  125773. */
  125774. dispose(): void;
  125775. /**
  125776. * Serialize the rendering pipeline (Used when exporting)
  125777. * @returns the serialized object
  125778. */
  125779. serialize(): any;
  125780. /**
  125781. * Parse the serialized pipeline
  125782. * @param source Source pipeline.
  125783. * @param scene The scene to load the pipeline to.
  125784. * @param rootUrl The URL of the serialized pipeline.
  125785. * @returns An instantiated pipeline from the serialized object.
  125786. */
  125787. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125788. /**
  125789. * Luminance steps
  125790. */
  125791. static LuminanceSteps: number;
  125792. }
  125793. }
  125794. declare module BABYLON {
  125795. /** @hidden */
  125796. export var tonemapPixelShader: {
  125797. name: string;
  125798. shader: string;
  125799. };
  125800. }
  125801. declare module BABYLON {
  125802. /** Defines operator used for tonemapping */
  125803. export enum TonemappingOperator {
  125804. /** Hable */
  125805. Hable = 0,
  125806. /** Reinhard */
  125807. Reinhard = 1,
  125808. /** HejiDawson */
  125809. HejiDawson = 2,
  125810. /** Photographic */
  125811. Photographic = 3
  125812. }
  125813. /**
  125814. * Defines a post process to apply tone mapping
  125815. */
  125816. export class TonemapPostProcess extends PostProcess {
  125817. private _operator;
  125818. /** Defines the required exposure adjustement */
  125819. exposureAdjustment: number;
  125820. /**
  125821. * Creates a new TonemapPostProcess
  125822. * @param name defines the name of the postprocess
  125823. * @param _operator defines the operator to use
  125824. * @param exposureAdjustment defines the required exposure adjustement
  125825. * @param camera defines the camera to use (can be null)
  125826. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125827. * @param engine defines the hosting engine (can be ignore if camera is set)
  125828. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125829. */
  125830. constructor(name: string, _operator: TonemappingOperator,
  125831. /** Defines the required exposure adjustement */
  125832. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125833. }
  125834. }
  125835. declare module BABYLON {
  125836. /** @hidden */
  125837. export var depthVertexShader: {
  125838. name: string;
  125839. shader: string;
  125840. };
  125841. }
  125842. declare module BABYLON {
  125843. /** @hidden */
  125844. export var volumetricLightScatteringPixelShader: {
  125845. name: string;
  125846. shader: string;
  125847. };
  125848. }
  125849. declare module BABYLON {
  125850. /** @hidden */
  125851. export var volumetricLightScatteringPassVertexShader: {
  125852. name: string;
  125853. shader: string;
  125854. };
  125855. }
  125856. declare module BABYLON {
  125857. /** @hidden */
  125858. export var volumetricLightScatteringPassPixelShader: {
  125859. name: string;
  125860. shader: string;
  125861. };
  125862. }
  125863. declare module BABYLON {
  125864. /**
  125865. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125866. */
  125867. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125868. private _volumetricLightScatteringPass;
  125869. private _volumetricLightScatteringRTT;
  125870. private _viewPort;
  125871. private _screenCoordinates;
  125872. private _cachedDefines;
  125873. /**
  125874. * If not undefined, the mesh position is computed from the attached node position
  125875. */
  125876. attachedNode: {
  125877. position: Vector3;
  125878. };
  125879. /**
  125880. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125881. */
  125882. customMeshPosition: Vector3;
  125883. /**
  125884. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125885. */
  125886. useCustomMeshPosition: boolean;
  125887. /**
  125888. * If the post-process should inverse the light scattering direction
  125889. */
  125890. invert: boolean;
  125891. /**
  125892. * The internal mesh used by the post-process
  125893. */
  125894. mesh: Mesh;
  125895. /**
  125896. * @hidden
  125897. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125898. */
  125899. useDiffuseColor: boolean;
  125900. /**
  125901. * Array containing the excluded meshes not rendered in the internal pass
  125902. */
  125903. excludedMeshes: AbstractMesh[];
  125904. /**
  125905. * Controls the overall intensity of the post-process
  125906. */
  125907. exposure: number;
  125908. /**
  125909. * Dissipates each sample's contribution in range [0, 1]
  125910. */
  125911. decay: number;
  125912. /**
  125913. * Controls the overall intensity of each sample
  125914. */
  125915. weight: number;
  125916. /**
  125917. * Controls the density of each sample
  125918. */
  125919. density: number;
  125920. /**
  125921. * @constructor
  125922. * @param name The post-process name
  125923. * @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)
  125924. * @param camera The camera that the post-process will be attached to
  125925. * @param mesh The mesh used to create the light scattering
  125926. * @param samples The post-process quality, default 100
  125927. * @param samplingModeThe post-process filtering mode
  125928. * @param engine The babylon engine
  125929. * @param reusable If the post-process is reusable
  125930. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125931. */
  125932. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125933. /**
  125934. * Returns the string "VolumetricLightScatteringPostProcess"
  125935. * @returns "VolumetricLightScatteringPostProcess"
  125936. */
  125937. getClassName(): string;
  125938. private _isReady;
  125939. /**
  125940. * Sets the new light position for light scattering effect
  125941. * @param position The new custom light position
  125942. */
  125943. setCustomMeshPosition(position: Vector3): void;
  125944. /**
  125945. * Returns the light position for light scattering effect
  125946. * @return Vector3 The custom light position
  125947. */
  125948. getCustomMeshPosition(): Vector3;
  125949. /**
  125950. * Disposes the internal assets and detaches the post-process from the camera
  125951. */
  125952. dispose(camera: Camera): void;
  125953. /**
  125954. * Returns the render target texture used by the post-process
  125955. * @return the render target texture used by the post-process
  125956. */
  125957. getPass(): RenderTargetTexture;
  125958. private _meshExcluded;
  125959. private _createPass;
  125960. private _updateMeshScreenCoordinates;
  125961. /**
  125962. * Creates a default mesh for the Volumeric Light Scattering post-process
  125963. * @param name The mesh name
  125964. * @param scene The scene where to create the mesh
  125965. * @return the default mesh
  125966. */
  125967. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125968. }
  125969. }
  125970. declare module BABYLON {
  125971. interface Scene {
  125972. /** @hidden (Backing field) */
  125973. _boundingBoxRenderer: BoundingBoxRenderer;
  125974. /** @hidden (Backing field) */
  125975. _forceShowBoundingBoxes: boolean;
  125976. /**
  125977. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125978. */
  125979. forceShowBoundingBoxes: boolean;
  125980. /**
  125981. * Gets the bounding box renderer associated with the scene
  125982. * @returns a BoundingBoxRenderer
  125983. */
  125984. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125985. }
  125986. interface AbstractMesh {
  125987. /** @hidden (Backing field) */
  125988. _showBoundingBox: boolean;
  125989. /**
  125990. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125991. */
  125992. showBoundingBox: boolean;
  125993. }
  125994. /**
  125995. * Component responsible of rendering the bounding box of the meshes in a scene.
  125996. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125997. */
  125998. export class BoundingBoxRenderer implements ISceneComponent {
  125999. /**
  126000. * The component name helpfull to identify the component in the list of scene components.
  126001. */
  126002. readonly name: string;
  126003. /**
  126004. * The scene the component belongs to.
  126005. */
  126006. scene: Scene;
  126007. /**
  126008. * Color of the bounding box lines placed in front of an object
  126009. */
  126010. frontColor: Color3;
  126011. /**
  126012. * Color of the bounding box lines placed behind an object
  126013. */
  126014. backColor: Color3;
  126015. /**
  126016. * Defines if the renderer should show the back lines or not
  126017. */
  126018. showBackLines: boolean;
  126019. /**
  126020. * @hidden
  126021. */
  126022. renderList: SmartArray<BoundingBox>;
  126023. private _colorShader;
  126024. private _vertexBuffers;
  126025. private _indexBuffer;
  126026. private _fillIndexBuffer;
  126027. private _fillIndexData;
  126028. /**
  126029. * Instantiates a new bounding box renderer in a scene.
  126030. * @param scene the scene the renderer renders in
  126031. */
  126032. constructor(scene: Scene);
  126033. /**
  126034. * Registers the component in a given scene
  126035. */
  126036. register(): void;
  126037. private _evaluateSubMesh;
  126038. private _activeMesh;
  126039. private _prepareRessources;
  126040. private _createIndexBuffer;
  126041. /**
  126042. * Rebuilds the elements related to this component in case of
  126043. * context lost for instance.
  126044. */
  126045. rebuild(): void;
  126046. /**
  126047. * @hidden
  126048. */
  126049. reset(): void;
  126050. /**
  126051. * Render the bounding boxes of a specific rendering group
  126052. * @param renderingGroupId defines the rendering group to render
  126053. */
  126054. render(renderingGroupId: number): void;
  126055. /**
  126056. * In case of occlusion queries, we can render the occlusion bounding box through this method
  126057. * @param mesh Define the mesh to render the occlusion bounding box for
  126058. */
  126059. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  126060. /**
  126061. * Dispose and release the resources attached to this renderer.
  126062. */
  126063. dispose(): void;
  126064. }
  126065. }
  126066. declare module BABYLON {
  126067. /** @hidden */
  126068. export var depthPixelShader: {
  126069. name: string;
  126070. shader: string;
  126071. };
  126072. }
  126073. declare module BABYLON {
  126074. /**
  126075. * This represents a depth renderer in Babylon.
  126076. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  126077. */
  126078. export class DepthRenderer {
  126079. private _scene;
  126080. private _depthMap;
  126081. private _effect;
  126082. private readonly _storeNonLinearDepth;
  126083. private readonly _clearColor;
  126084. /** Get if the depth renderer is using packed depth or not */
  126085. readonly isPacked: boolean;
  126086. private _cachedDefines;
  126087. private _camera;
  126088. /**
  126089. * Specifiess that the depth renderer will only be used within
  126090. * the camera it is created for.
  126091. * This can help forcing its rendering during the camera processing.
  126092. */
  126093. useOnlyInActiveCamera: boolean;
  126094. /** @hidden */
  126095. static _SceneComponentInitialization: (scene: Scene) => void;
  126096. /**
  126097. * Instantiates a depth renderer
  126098. * @param scene The scene the renderer belongs to
  126099. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  126100. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  126101. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126102. */
  126103. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  126104. /**
  126105. * Creates the depth rendering effect and checks if the effect is ready.
  126106. * @param subMesh The submesh to be used to render the depth map of
  126107. * @param useInstances If multiple world instances should be used
  126108. * @returns if the depth renderer is ready to render the depth map
  126109. */
  126110. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126111. /**
  126112. * Gets the texture which the depth map will be written to.
  126113. * @returns The depth map texture
  126114. */
  126115. getDepthMap(): RenderTargetTexture;
  126116. /**
  126117. * Disposes of the depth renderer.
  126118. */
  126119. dispose(): void;
  126120. }
  126121. }
  126122. declare module BABYLON {
  126123. interface Scene {
  126124. /** @hidden (Backing field) */
  126125. _depthRenderer: {
  126126. [id: string]: DepthRenderer;
  126127. };
  126128. /**
  126129. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  126130. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  126131. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126132. * @returns the created depth renderer
  126133. */
  126134. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  126135. /**
  126136. * Disables a depth renderer for a given camera
  126137. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  126138. */
  126139. disableDepthRenderer(camera?: Nullable<Camera>): void;
  126140. }
  126141. /**
  126142. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  126143. * in several rendering techniques.
  126144. */
  126145. export class DepthRendererSceneComponent implements ISceneComponent {
  126146. /**
  126147. * The component name helpfull to identify the component in the list of scene components.
  126148. */
  126149. readonly name: string;
  126150. /**
  126151. * The scene the component belongs to.
  126152. */
  126153. scene: Scene;
  126154. /**
  126155. * Creates a new instance of the component for the given scene
  126156. * @param scene Defines the scene to register the component in
  126157. */
  126158. constructor(scene: Scene);
  126159. /**
  126160. * Registers the component in a given scene
  126161. */
  126162. register(): void;
  126163. /**
  126164. * Rebuilds the elements related to this component in case of
  126165. * context lost for instance.
  126166. */
  126167. rebuild(): void;
  126168. /**
  126169. * Disposes the component and the associated ressources
  126170. */
  126171. dispose(): void;
  126172. private _gatherRenderTargets;
  126173. private _gatherActiveCameraRenderTargets;
  126174. }
  126175. }
  126176. declare module BABYLON {
  126177. /** @hidden */
  126178. export var outlinePixelShader: {
  126179. name: string;
  126180. shader: string;
  126181. };
  126182. }
  126183. declare module BABYLON {
  126184. /** @hidden */
  126185. export var outlineVertexShader: {
  126186. name: string;
  126187. shader: string;
  126188. };
  126189. }
  126190. declare module BABYLON {
  126191. interface Scene {
  126192. /** @hidden */
  126193. _outlineRenderer: OutlineRenderer;
  126194. /**
  126195. * Gets the outline renderer associated with the scene
  126196. * @returns a OutlineRenderer
  126197. */
  126198. getOutlineRenderer(): OutlineRenderer;
  126199. }
  126200. interface AbstractMesh {
  126201. /** @hidden (Backing field) */
  126202. _renderOutline: boolean;
  126203. /**
  126204. * Gets or sets a boolean indicating if the outline must be rendered as well
  126205. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  126206. */
  126207. renderOutline: boolean;
  126208. /** @hidden (Backing field) */
  126209. _renderOverlay: boolean;
  126210. /**
  126211. * Gets or sets a boolean indicating if the overlay must be rendered as well
  126212. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  126213. */
  126214. renderOverlay: boolean;
  126215. }
  126216. /**
  126217. * This class is responsible to draw bothe outline/overlay of meshes.
  126218. * It should not be used directly but through the available method on mesh.
  126219. */
  126220. export class OutlineRenderer implements ISceneComponent {
  126221. /**
  126222. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  126223. */
  126224. private static _StencilReference;
  126225. /**
  126226. * The name of the component. Each component must have a unique name.
  126227. */
  126228. name: string;
  126229. /**
  126230. * The scene the component belongs to.
  126231. */
  126232. scene: Scene;
  126233. /**
  126234. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  126235. */
  126236. zOffset: number;
  126237. private _engine;
  126238. private _effect;
  126239. private _cachedDefines;
  126240. private _savedDepthWrite;
  126241. /**
  126242. * Instantiates a new outline renderer. (There could be only one per scene).
  126243. * @param scene Defines the scene it belongs to
  126244. */
  126245. constructor(scene: Scene);
  126246. /**
  126247. * Register the component to one instance of a scene.
  126248. */
  126249. register(): void;
  126250. /**
  126251. * Rebuilds the elements related to this component in case of
  126252. * context lost for instance.
  126253. */
  126254. rebuild(): void;
  126255. /**
  126256. * Disposes the component and the associated ressources.
  126257. */
  126258. dispose(): void;
  126259. /**
  126260. * Renders the outline in the canvas.
  126261. * @param subMesh Defines the sumesh to render
  126262. * @param batch Defines the batch of meshes in case of instances
  126263. * @param useOverlay Defines if the rendering is for the overlay or the outline
  126264. */
  126265. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  126266. /**
  126267. * Returns whether or not the outline renderer is ready for a given submesh.
  126268. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  126269. * @param subMesh Defines the submesh to check readyness for
  126270. * @param useInstances Defines wheter wee are trying to render instances or not
  126271. * @returns true if ready otherwise false
  126272. */
  126273. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126274. private _beforeRenderingMesh;
  126275. private _afterRenderingMesh;
  126276. }
  126277. }
  126278. declare module BABYLON {
  126279. /**
  126280. * Class used to manage multiple sprites of different sizes on the same spritesheet
  126281. * @see http://doc.babylonjs.com/babylon101/sprites
  126282. */
  126283. export class SpritePackedManager extends SpriteManager {
  126284. /** defines the packed manager's name */
  126285. name: string;
  126286. /**
  126287. * Creates a new sprite manager from a packed sprite sheet
  126288. * @param name defines the manager's name
  126289. * @param imgUrl defines the sprite sheet url
  126290. * @param capacity defines the maximum allowed number of sprites
  126291. * @param scene defines the hosting scene
  126292. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  126293. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  126294. * @param samplingMode defines the smapling mode to use with spritesheet
  126295. * @param fromPacked set to true; do not alter
  126296. */
  126297. constructor(
  126298. /** defines the packed manager's name */
  126299. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  126300. }
  126301. }
  126302. declare module BABYLON {
  126303. /**
  126304. * Defines the list of states available for a task inside a AssetsManager
  126305. */
  126306. export enum AssetTaskState {
  126307. /**
  126308. * Initialization
  126309. */
  126310. INIT = 0,
  126311. /**
  126312. * Running
  126313. */
  126314. RUNNING = 1,
  126315. /**
  126316. * Done
  126317. */
  126318. DONE = 2,
  126319. /**
  126320. * Error
  126321. */
  126322. ERROR = 3
  126323. }
  126324. /**
  126325. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  126326. */
  126327. export abstract class AbstractAssetTask {
  126328. /**
  126329. * Task name
  126330. */ name: string;
  126331. /**
  126332. * Callback called when the task is successful
  126333. */
  126334. onSuccess: (task: any) => void;
  126335. /**
  126336. * Callback called when the task is not successful
  126337. */
  126338. onError: (task: any, message?: string, exception?: any) => void;
  126339. /**
  126340. * Creates a new AssetsManager
  126341. * @param name defines the name of the task
  126342. */
  126343. constructor(
  126344. /**
  126345. * Task name
  126346. */ name: string);
  126347. private _isCompleted;
  126348. private _taskState;
  126349. private _errorObject;
  126350. /**
  126351. * Get if the task is completed
  126352. */
  126353. readonly isCompleted: boolean;
  126354. /**
  126355. * Gets the current state of the task
  126356. */
  126357. readonly taskState: AssetTaskState;
  126358. /**
  126359. * Gets the current error object (if task is in error)
  126360. */
  126361. readonly errorObject: {
  126362. message?: string;
  126363. exception?: any;
  126364. };
  126365. /**
  126366. * Internal only
  126367. * @hidden
  126368. */
  126369. _setErrorObject(message?: string, exception?: any): void;
  126370. /**
  126371. * Execute the current task
  126372. * @param scene defines the scene where you want your assets to be loaded
  126373. * @param onSuccess is a callback called when the task is successfully executed
  126374. * @param onError is a callback called if an error occurs
  126375. */
  126376. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126377. /**
  126378. * Execute the current task
  126379. * @param scene defines the scene where you want your assets to be loaded
  126380. * @param onSuccess is a callback called when the task is successfully executed
  126381. * @param onError is a callback called if an error occurs
  126382. */
  126383. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126384. /**
  126385. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126386. * This can be used with failed tasks that have the reason for failure fixed.
  126387. */
  126388. reset(): void;
  126389. private onErrorCallback;
  126390. private onDoneCallback;
  126391. }
  126392. /**
  126393. * Define the interface used by progress events raised during assets loading
  126394. */
  126395. export interface IAssetsProgressEvent {
  126396. /**
  126397. * Defines the number of remaining tasks to process
  126398. */
  126399. remainingCount: number;
  126400. /**
  126401. * Defines the total number of tasks
  126402. */
  126403. totalCount: number;
  126404. /**
  126405. * Defines the task that was just processed
  126406. */
  126407. task: AbstractAssetTask;
  126408. }
  126409. /**
  126410. * Class used to share progress information about assets loading
  126411. */
  126412. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126413. /**
  126414. * Defines the number of remaining tasks to process
  126415. */
  126416. remainingCount: number;
  126417. /**
  126418. * Defines the total number of tasks
  126419. */
  126420. totalCount: number;
  126421. /**
  126422. * Defines the task that was just processed
  126423. */
  126424. task: AbstractAssetTask;
  126425. /**
  126426. * Creates a AssetsProgressEvent
  126427. * @param remainingCount defines the number of remaining tasks to process
  126428. * @param totalCount defines the total number of tasks
  126429. * @param task defines the task that was just processed
  126430. */
  126431. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126432. }
  126433. /**
  126434. * Define a task used by AssetsManager to load meshes
  126435. */
  126436. export class MeshAssetTask extends AbstractAssetTask {
  126437. /**
  126438. * Defines the name of the task
  126439. */
  126440. name: string;
  126441. /**
  126442. * Defines the list of mesh's names you want to load
  126443. */
  126444. meshesNames: any;
  126445. /**
  126446. * Defines the root url to use as a base to load your meshes and associated resources
  126447. */
  126448. rootUrl: string;
  126449. /**
  126450. * Defines the filename of the scene to load from
  126451. */
  126452. sceneFilename: string;
  126453. /**
  126454. * Gets the list of loaded meshes
  126455. */
  126456. loadedMeshes: Array<AbstractMesh>;
  126457. /**
  126458. * Gets the list of loaded particle systems
  126459. */
  126460. loadedParticleSystems: Array<IParticleSystem>;
  126461. /**
  126462. * Gets the list of loaded skeletons
  126463. */
  126464. loadedSkeletons: Array<Skeleton>;
  126465. /**
  126466. * Gets the list of loaded animation groups
  126467. */
  126468. loadedAnimationGroups: Array<AnimationGroup>;
  126469. /**
  126470. * Callback called when the task is successful
  126471. */
  126472. onSuccess: (task: MeshAssetTask) => void;
  126473. /**
  126474. * Callback called when the task is successful
  126475. */
  126476. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126477. /**
  126478. * Creates a new MeshAssetTask
  126479. * @param name defines the name of the task
  126480. * @param meshesNames defines the list of mesh's names you want to load
  126481. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126482. * @param sceneFilename defines the filename of the scene to load from
  126483. */
  126484. constructor(
  126485. /**
  126486. * Defines the name of the task
  126487. */
  126488. name: string,
  126489. /**
  126490. * Defines the list of mesh's names you want to load
  126491. */
  126492. meshesNames: any,
  126493. /**
  126494. * Defines the root url to use as a base to load your meshes and associated resources
  126495. */
  126496. rootUrl: string,
  126497. /**
  126498. * Defines the filename of the scene to load from
  126499. */
  126500. sceneFilename: string);
  126501. /**
  126502. * Execute the current task
  126503. * @param scene defines the scene where you want your assets to be loaded
  126504. * @param onSuccess is a callback called when the task is successfully executed
  126505. * @param onError is a callback called if an error occurs
  126506. */
  126507. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126508. }
  126509. /**
  126510. * Define a task used by AssetsManager to load text content
  126511. */
  126512. export class TextFileAssetTask extends AbstractAssetTask {
  126513. /**
  126514. * Defines the name of the task
  126515. */
  126516. name: string;
  126517. /**
  126518. * Defines the location of the file to load
  126519. */
  126520. url: string;
  126521. /**
  126522. * Gets the loaded text string
  126523. */
  126524. text: string;
  126525. /**
  126526. * Callback called when the task is successful
  126527. */
  126528. onSuccess: (task: TextFileAssetTask) => void;
  126529. /**
  126530. * Callback called when the task is successful
  126531. */
  126532. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126533. /**
  126534. * Creates a new TextFileAssetTask object
  126535. * @param name defines the name of the task
  126536. * @param url defines the location of the file to load
  126537. */
  126538. constructor(
  126539. /**
  126540. * Defines the name of the task
  126541. */
  126542. name: string,
  126543. /**
  126544. * Defines the location of the file to load
  126545. */
  126546. url: string);
  126547. /**
  126548. * Execute the current task
  126549. * @param scene defines the scene where you want your assets to be loaded
  126550. * @param onSuccess is a callback called when the task is successfully executed
  126551. * @param onError is a callback called if an error occurs
  126552. */
  126553. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126554. }
  126555. /**
  126556. * Define a task used by AssetsManager to load binary data
  126557. */
  126558. export class BinaryFileAssetTask extends AbstractAssetTask {
  126559. /**
  126560. * Defines the name of the task
  126561. */
  126562. name: string;
  126563. /**
  126564. * Defines the location of the file to load
  126565. */
  126566. url: string;
  126567. /**
  126568. * Gets the lodaded data (as an array buffer)
  126569. */
  126570. data: ArrayBuffer;
  126571. /**
  126572. * Callback called when the task is successful
  126573. */
  126574. onSuccess: (task: BinaryFileAssetTask) => void;
  126575. /**
  126576. * Callback called when the task is successful
  126577. */
  126578. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126579. /**
  126580. * Creates a new BinaryFileAssetTask object
  126581. * @param name defines the name of the new task
  126582. * @param url defines the location of the file to load
  126583. */
  126584. constructor(
  126585. /**
  126586. * Defines the name of the task
  126587. */
  126588. name: string,
  126589. /**
  126590. * Defines the location of the file to load
  126591. */
  126592. url: string);
  126593. /**
  126594. * Execute the current task
  126595. * @param scene defines the scene where you want your assets to be loaded
  126596. * @param onSuccess is a callback called when the task is successfully executed
  126597. * @param onError is a callback called if an error occurs
  126598. */
  126599. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126600. }
  126601. /**
  126602. * Define a task used by AssetsManager to load images
  126603. */
  126604. export class ImageAssetTask extends AbstractAssetTask {
  126605. /**
  126606. * Defines the name of the task
  126607. */
  126608. name: string;
  126609. /**
  126610. * Defines the location of the image to load
  126611. */
  126612. url: string;
  126613. /**
  126614. * Gets the loaded images
  126615. */
  126616. image: HTMLImageElement;
  126617. /**
  126618. * Callback called when the task is successful
  126619. */
  126620. onSuccess: (task: ImageAssetTask) => void;
  126621. /**
  126622. * Callback called when the task is successful
  126623. */
  126624. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126625. /**
  126626. * Creates a new ImageAssetTask
  126627. * @param name defines the name of the task
  126628. * @param url defines the location of the image to load
  126629. */
  126630. constructor(
  126631. /**
  126632. * Defines the name of the task
  126633. */
  126634. name: string,
  126635. /**
  126636. * Defines the location of the image to load
  126637. */
  126638. url: string);
  126639. /**
  126640. * Execute the current task
  126641. * @param scene defines the scene where you want your assets to be loaded
  126642. * @param onSuccess is a callback called when the task is successfully executed
  126643. * @param onError is a callback called if an error occurs
  126644. */
  126645. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126646. }
  126647. /**
  126648. * Defines the interface used by texture loading tasks
  126649. */
  126650. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126651. /**
  126652. * Gets the loaded texture
  126653. */
  126654. texture: TEX;
  126655. }
  126656. /**
  126657. * Define a task used by AssetsManager to load 2D textures
  126658. */
  126659. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126660. /**
  126661. * Defines the name of the task
  126662. */
  126663. name: string;
  126664. /**
  126665. * Defines the location of the file to load
  126666. */
  126667. url: string;
  126668. /**
  126669. * Defines if mipmap should not be generated (default is false)
  126670. */
  126671. noMipmap?: boolean | undefined;
  126672. /**
  126673. * Defines if texture must be inverted on Y axis (default is false)
  126674. */
  126675. invertY?: boolean | undefined;
  126676. /**
  126677. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126678. */
  126679. samplingMode: number;
  126680. /**
  126681. * Gets the loaded texture
  126682. */
  126683. texture: Texture;
  126684. /**
  126685. * Callback called when the task is successful
  126686. */
  126687. onSuccess: (task: TextureAssetTask) => void;
  126688. /**
  126689. * Callback called when the task is successful
  126690. */
  126691. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126692. /**
  126693. * Creates a new TextureAssetTask object
  126694. * @param name defines the name of the task
  126695. * @param url defines the location of the file to load
  126696. * @param noMipmap defines if mipmap should not be generated (default is false)
  126697. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126698. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126699. */
  126700. constructor(
  126701. /**
  126702. * Defines the name of the task
  126703. */
  126704. name: string,
  126705. /**
  126706. * Defines the location of the file to load
  126707. */
  126708. url: string,
  126709. /**
  126710. * Defines if mipmap should not be generated (default is false)
  126711. */
  126712. noMipmap?: boolean | undefined,
  126713. /**
  126714. * Defines if texture must be inverted on Y axis (default is false)
  126715. */
  126716. invertY?: boolean | undefined,
  126717. /**
  126718. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126719. */
  126720. samplingMode?: number);
  126721. /**
  126722. * Execute the current task
  126723. * @param scene defines the scene where you want your assets to be loaded
  126724. * @param onSuccess is a callback called when the task is successfully executed
  126725. * @param onError is a callback called if an error occurs
  126726. */
  126727. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126728. }
  126729. /**
  126730. * Define a task used by AssetsManager to load cube textures
  126731. */
  126732. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126733. /**
  126734. * Defines the name of the task
  126735. */
  126736. name: string;
  126737. /**
  126738. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126739. */
  126740. url: string;
  126741. /**
  126742. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126743. */
  126744. extensions?: string[] | undefined;
  126745. /**
  126746. * Defines if mipmaps should not be generated (default is false)
  126747. */
  126748. noMipmap?: boolean | undefined;
  126749. /**
  126750. * Defines the explicit list of files (undefined by default)
  126751. */
  126752. files?: string[] | undefined;
  126753. /**
  126754. * Gets the loaded texture
  126755. */
  126756. texture: CubeTexture;
  126757. /**
  126758. * Callback called when the task is successful
  126759. */
  126760. onSuccess: (task: CubeTextureAssetTask) => void;
  126761. /**
  126762. * Callback called when the task is successful
  126763. */
  126764. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126765. /**
  126766. * Creates a new CubeTextureAssetTask
  126767. * @param name defines the name of the task
  126768. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126769. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126770. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126771. * @param files defines the explicit list of files (undefined by default)
  126772. */
  126773. constructor(
  126774. /**
  126775. * Defines the name of the task
  126776. */
  126777. name: string,
  126778. /**
  126779. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126780. */
  126781. url: string,
  126782. /**
  126783. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126784. */
  126785. extensions?: string[] | undefined,
  126786. /**
  126787. * Defines if mipmaps should not be generated (default is false)
  126788. */
  126789. noMipmap?: boolean | undefined,
  126790. /**
  126791. * Defines the explicit list of files (undefined by default)
  126792. */
  126793. files?: string[] | undefined);
  126794. /**
  126795. * Execute the current task
  126796. * @param scene defines the scene where you want your assets to be loaded
  126797. * @param onSuccess is a callback called when the task is successfully executed
  126798. * @param onError is a callback called if an error occurs
  126799. */
  126800. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126801. }
  126802. /**
  126803. * Define a task used by AssetsManager to load HDR cube textures
  126804. */
  126805. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126806. /**
  126807. * Defines the name of the task
  126808. */
  126809. name: string;
  126810. /**
  126811. * Defines the location of the file to load
  126812. */
  126813. url: string;
  126814. /**
  126815. * Defines the desired size (the more it increases the longer the generation will be)
  126816. */
  126817. size: number;
  126818. /**
  126819. * Defines if mipmaps should not be generated (default is false)
  126820. */
  126821. noMipmap: boolean;
  126822. /**
  126823. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126824. */
  126825. generateHarmonics: boolean;
  126826. /**
  126827. * 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)
  126828. */
  126829. gammaSpace: boolean;
  126830. /**
  126831. * Internal Use Only
  126832. */
  126833. reserved: boolean;
  126834. /**
  126835. * Gets the loaded texture
  126836. */
  126837. texture: HDRCubeTexture;
  126838. /**
  126839. * Callback called when the task is successful
  126840. */
  126841. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126842. /**
  126843. * Callback called when the task is successful
  126844. */
  126845. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126846. /**
  126847. * Creates a new HDRCubeTextureAssetTask object
  126848. * @param name defines the name of the task
  126849. * @param url defines the location of the file to load
  126850. * @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.
  126851. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126852. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126853. * @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)
  126854. * @param reserved Internal use only
  126855. */
  126856. constructor(
  126857. /**
  126858. * Defines the name of the task
  126859. */
  126860. name: string,
  126861. /**
  126862. * Defines the location of the file to load
  126863. */
  126864. url: string,
  126865. /**
  126866. * Defines the desired size (the more it increases the longer the generation will be)
  126867. */
  126868. size: number,
  126869. /**
  126870. * Defines if mipmaps should not be generated (default is false)
  126871. */
  126872. noMipmap?: boolean,
  126873. /**
  126874. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126875. */
  126876. generateHarmonics?: boolean,
  126877. /**
  126878. * 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)
  126879. */
  126880. gammaSpace?: boolean,
  126881. /**
  126882. * Internal Use Only
  126883. */
  126884. reserved?: boolean);
  126885. /**
  126886. * Execute the current task
  126887. * @param scene defines the scene where you want your assets to be loaded
  126888. * @param onSuccess is a callback called when the task is successfully executed
  126889. * @param onError is a callback called if an error occurs
  126890. */
  126891. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126892. }
  126893. /**
  126894. * Define a task used by AssetsManager to load Equirectangular cube textures
  126895. */
  126896. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126897. /**
  126898. * Defines the name of the task
  126899. */
  126900. name: string;
  126901. /**
  126902. * Defines the location of the file to load
  126903. */
  126904. url: string;
  126905. /**
  126906. * Defines the desired size (the more it increases the longer the generation will be)
  126907. */
  126908. size: number;
  126909. /**
  126910. * Defines if mipmaps should not be generated (default is false)
  126911. */
  126912. noMipmap: boolean;
  126913. /**
  126914. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126915. * but the standard material would require them in Gamma space) (default is true)
  126916. */
  126917. gammaSpace: boolean;
  126918. /**
  126919. * Gets the loaded texture
  126920. */
  126921. texture: EquiRectangularCubeTexture;
  126922. /**
  126923. * Callback called when the task is successful
  126924. */
  126925. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126926. /**
  126927. * Callback called when the task is successful
  126928. */
  126929. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126930. /**
  126931. * Creates a new EquiRectangularCubeTextureAssetTask object
  126932. * @param name defines the name of the task
  126933. * @param url defines the location of the file to load
  126934. * @param size defines the desired size (the more it increases the longer the generation will be)
  126935. * If the size is omitted this implies you are using a preprocessed cubemap.
  126936. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126937. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126938. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126939. * (default is true)
  126940. */
  126941. constructor(
  126942. /**
  126943. * Defines the name of the task
  126944. */
  126945. name: string,
  126946. /**
  126947. * Defines the location of the file to load
  126948. */
  126949. url: string,
  126950. /**
  126951. * Defines the desired size (the more it increases the longer the generation will be)
  126952. */
  126953. size: number,
  126954. /**
  126955. * Defines if mipmaps should not be generated (default is false)
  126956. */
  126957. noMipmap?: boolean,
  126958. /**
  126959. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126960. * but the standard material would require them in Gamma space) (default is true)
  126961. */
  126962. gammaSpace?: boolean);
  126963. /**
  126964. * Execute the current task
  126965. * @param scene defines the scene where you want your assets to be loaded
  126966. * @param onSuccess is a callback called when the task is successfully executed
  126967. * @param onError is a callback called if an error occurs
  126968. */
  126969. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126970. }
  126971. /**
  126972. * This class can be used to easily import assets into a scene
  126973. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126974. */
  126975. export class AssetsManager {
  126976. private _scene;
  126977. private _isLoading;
  126978. protected _tasks: AbstractAssetTask[];
  126979. protected _waitingTasksCount: number;
  126980. protected _totalTasksCount: number;
  126981. /**
  126982. * Callback called when all tasks are processed
  126983. */
  126984. onFinish: (tasks: AbstractAssetTask[]) => void;
  126985. /**
  126986. * Callback called when a task is successful
  126987. */
  126988. onTaskSuccess: (task: AbstractAssetTask) => void;
  126989. /**
  126990. * Callback called when a task had an error
  126991. */
  126992. onTaskError: (task: AbstractAssetTask) => void;
  126993. /**
  126994. * Callback called when a task is done (whatever the result is)
  126995. */
  126996. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126997. /**
  126998. * Observable called when all tasks are processed
  126999. */
  127000. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  127001. /**
  127002. * Observable called when a task had an error
  127003. */
  127004. onTaskErrorObservable: Observable<AbstractAssetTask>;
  127005. /**
  127006. * Observable called when all tasks were executed
  127007. */
  127008. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  127009. /**
  127010. * Observable called when a task is done (whatever the result is)
  127011. */
  127012. onProgressObservable: Observable<IAssetsProgressEvent>;
  127013. /**
  127014. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  127015. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  127016. */
  127017. useDefaultLoadingScreen: boolean;
  127018. /**
  127019. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  127020. * when all assets have been downloaded.
  127021. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  127022. */
  127023. autoHideLoadingUI: boolean;
  127024. /**
  127025. * Creates a new AssetsManager
  127026. * @param scene defines the scene to work on
  127027. */
  127028. constructor(scene: Scene);
  127029. /**
  127030. * Add a MeshAssetTask to the list of active tasks
  127031. * @param taskName defines the name of the new task
  127032. * @param meshesNames defines the name of meshes to load
  127033. * @param rootUrl defines the root url to use to locate files
  127034. * @param sceneFilename defines the filename of the scene file
  127035. * @returns a new MeshAssetTask object
  127036. */
  127037. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  127038. /**
  127039. * Add a TextFileAssetTask to the list of active tasks
  127040. * @param taskName defines the name of the new task
  127041. * @param url defines the url of the file to load
  127042. * @returns a new TextFileAssetTask object
  127043. */
  127044. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  127045. /**
  127046. * Add a BinaryFileAssetTask to the list of active tasks
  127047. * @param taskName defines the name of the new task
  127048. * @param url defines the url of the file to load
  127049. * @returns a new BinaryFileAssetTask object
  127050. */
  127051. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  127052. /**
  127053. * Add a ImageAssetTask to the list of active tasks
  127054. * @param taskName defines the name of the new task
  127055. * @param url defines the url of the file to load
  127056. * @returns a new ImageAssetTask object
  127057. */
  127058. addImageTask(taskName: string, url: string): ImageAssetTask;
  127059. /**
  127060. * Add a TextureAssetTask to the list of active tasks
  127061. * @param taskName defines the name of the new task
  127062. * @param url defines the url of the file to load
  127063. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127064. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  127065. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  127066. * @returns a new TextureAssetTask object
  127067. */
  127068. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  127069. /**
  127070. * Add a CubeTextureAssetTask to the list of active tasks
  127071. * @param taskName defines the name of the new task
  127072. * @param url defines the url of the file to load
  127073. * @param extensions defines the extension to use to load the cube map (can be null)
  127074. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127075. * @param files defines the list of files to load (can be null)
  127076. * @returns a new CubeTextureAssetTask object
  127077. */
  127078. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  127079. /**
  127080. *
  127081. * Add a HDRCubeTextureAssetTask to the list of active tasks
  127082. * @param taskName defines the name of the new task
  127083. * @param url defines the url of the file to load
  127084. * @param size defines the size you want for the cubemap (can be null)
  127085. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127086. * @param generateHarmonics defines if you want to automatically generate (true by default)
  127087. * @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)
  127088. * @param reserved Internal use only
  127089. * @returns a new HDRCubeTextureAssetTask object
  127090. */
  127091. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  127092. /**
  127093. *
  127094. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  127095. * @param taskName defines the name of the new task
  127096. * @param url defines the url of the file to load
  127097. * @param size defines the size you want for the cubemap (can be null)
  127098. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127099. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  127100. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  127101. * @returns a new EquiRectangularCubeTextureAssetTask object
  127102. */
  127103. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  127104. /**
  127105. * Remove a task from the assets manager.
  127106. * @param task the task to remove
  127107. */
  127108. removeTask(task: AbstractAssetTask): void;
  127109. private _decreaseWaitingTasksCount;
  127110. private _runTask;
  127111. /**
  127112. * Reset the AssetsManager and remove all tasks
  127113. * @return the current instance of the AssetsManager
  127114. */
  127115. reset(): AssetsManager;
  127116. /**
  127117. * Start the loading process
  127118. * @return the current instance of the AssetsManager
  127119. */
  127120. load(): AssetsManager;
  127121. /**
  127122. * Start the loading process as an async operation
  127123. * @return a promise returning the list of failed tasks
  127124. */
  127125. loadAsync(): Promise<void>;
  127126. }
  127127. }
  127128. declare module BABYLON {
  127129. /**
  127130. * Wrapper class for promise with external resolve and reject.
  127131. */
  127132. export class Deferred<T> {
  127133. /**
  127134. * The promise associated with this deferred object.
  127135. */
  127136. readonly promise: Promise<T>;
  127137. private _resolve;
  127138. private _reject;
  127139. /**
  127140. * The resolve method of the promise associated with this deferred object.
  127141. */
  127142. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  127143. /**
  127144. * The reject method of the promise associated with this deferred object.
  127145. */
  127146. readonly reject: (reason?: any) => void;
  127147. /**
  127148. * Constructor for this deferred object.
  127149. */
  127150. constructor();
  127151. }
  127152. }
  127153. declare module BABYLON {
  127154. /**
  127155. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  127156. */
  127157. export class MeshExploder {
  127158. private _centerMesh;
  127159. private _meshes;
  127160. private _meshesOrigins;
  127161. private _toCenterVectors;
  127162. private _scaledDirection;
  127163. private _newPosition;
  127164. private _centerPosition;
  127165. /**
  127166. * Explodes meshes from a center mesh.
  127167. * @param meshes The meshes to explode.
  127168. * @param centerMesh The mesh to be center of explosion.
  127169. */
  127170. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  127171. private _setCenterMesh;
  127172. /**
  127173. * Get class name
  127174. * @returns "MeshExploder"
  127175. */
  127176. getClassName(): string;
  127177. /**
  127178. * "Exploded meshes"
  127179. * @returns Array of meshes with the centerMesh at index 0.
  127180. */
  127181. getMeshes(): Array<Mesh>;
  127182. /**
  127183. * Explodes meshes giving a specific direction
  127184. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  127185. */
  127186. explode(direction?: number): void;
  127187. }
  127188. }
  127189. declare module BABYLON {
  127190. /**
  127191. * Class used to help managing file picking and drag'n'drop
  127192. */
  127193. export class FilesInput {
  127194. /**
  127195. * List of files ready to be loaded
  127196. */
  127197. static readonly FilesToLoad: {
  127198. [key: string]: File;
  127199. };
  127200. /**
  127201. * Callback called when a file is processed
  127202. */
  127203. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  127204. private _engine;
  127205. private _currentScene;
  127206. private _sceneLoadedCallback;
  127207. private _progressCallback;
  127208. private _additionalRenderLoopLogicCallback;
  127209. private _textureLoadingCallback;
  127210. private _startingProcessingFilesCallback;
  127211. private _onReloadCallback;
  127212. private _errorCallback;
  127213. private _elementToMonitor;
  127214. private _sceneFileToLoad;
  127215. private _filesToLoad;
  127216. /**
  127217. * Creates a new FilesInput
  127218. * @param engine defines the rendering engine
  127219. * @param scene defines the hosting scene
  127220. * @param sceneLoadedCallback callback called when scene is loaded
  127221. * @param progressCallback callback called to track progress
  127222. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  127223. * @param textureLoadingCallback callback called when a texture is loading
  127224. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  127225. * @param onReloadCallback callback called when a reload is requested
  127226. * @param errorCallback callback call if an error occurs
  127227. */
  127228. 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);
  127229. private _dragEnterHandler;
  127230. private _dragOverHandler;
  127231. private _dropHandler;
  127232. /**
  127233. * Calls this function to listen to drag'n'drop events on a specific DOM element
  127234. * @param elementToMonitor defines the DOM element to track
  127235. */
  127236. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  127237. /**
  127238. * Release all associated resources
  127239. */
  127240. dispose(): void;
  127241. private renderFunction;
  127242. private drag;
  127243. private drop;
  127244. private _traverseFolder;
  127245. private _processFiles;
  127246. /**
  127247. * Load files from a drop event
  127248. * @param event defines the drop event to use as source
  127249. */
  127250. loadFiles(event: any): void;
  127251. private _processReload;
  127252. /**
  127253. * Reload the current scene from the loaded files
  127254. */
  127255. reload(): void;
  127256. }
  127257. }
  127258. declare module BABYLON {
  127259. /**
  127260. * Defines the root class used to create scene optimization to use with SceneOptimizer
  127261. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127262. */
  127263. export class SceneOptimization {
  127264. /**
  127265. * Defines the priority of this optimization (0 by default which means first in the list)
  127266. */
  127267. priority: number;
  127268. /**
  127269. * Gets a string describing the action executed by the current optimization
  127270. * @returns description string
  127271. */
  127272. getDescription(): string;
  127273. /**
  127274. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127275. * @param scene defines the current scene where to apply this optimization
  127276. * @param optimizer defines the current optimizer
  127277. * @returns true if everything that can be done was applied
  127278. */
  127279. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127280. /**
  127281. * Creates the SceneOptimization object
  127282. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127283. * @param desc defines the description associated with the optimization
  127284. */
  127285. constructor(
  127286. /**
  127287. * Defines the priority of this optimization (0 by default which means first in the list)
  127288. */
  127289. priority?: number);
  127290. }
  127291. /**
  127292. * Defines an optimization used to reduce the size of render target textures
  127293. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127294. */
  127295. export class TextureOptimization extends SceneOptimization {
  127296. /**
  127297. * Defines the priority of this optimization (0 by default which means first in the list)
  127298. */
  127299. priority: number;
  127300. /**
  127301. * 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
  127302. */
  127303. maximumSize: number;
  127304. /**
  127305. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127306. */
  127307. step: number;
  127308. /**
  127309. * Gets a string describing the action executed by the current optimization
  127310. * @returns description string
  127311. */
  127312. getDescription(): string;
  127313. /**
  127314. * Creates the TextureOptimization object
  127315. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127316. * @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
  127317. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127318. */
  127319. constructor(
  127320. /**
  127321. * Defines the priority of this optimization (0 by default which means first in the list)
  127322. */
  127323. priority?: number,
  127324. /**
  127325. * 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
  127326. */
  127327. maximumSize?: number,
  127328. /**
  127329. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127330. */
  127331. step?: number);
  127332. /**
  127333. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127334. * @param scene defines the current scene where to apply this optimization
  127335. * @param optimizer defines the current optimizer
  127336. * @returns true if everything that can be done was applied
  127337. */
  127338. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127339. }
  127340. /**
  127341. * Defines an optimization used to increase or decrease the rendering resolution
  127342. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127343. */
  127344. export class HardwareScalingOptimization extends SceneOptimization {
  127345. /**
  127346. * Defines the priority of this optimization (0 by default which means first in the list)
  127347. */
  127348. priority: number;
  127349. /**
  127350. * Defines the maximum scale to use (2 by default)
  127351. */
  127352. maximumScale: number;
  127353. /**
  127354. * Defines the step to use between two passes (0.5 by default)
  127355. */
  127356. step: number;
  127357. private _currentScale;
  127358. private _directionOffset;
  127359. /**
  127360. * Gets a string describing the action executed by the current optimization
  127361. * @return description string
  127362. */
  127363. getDescription(): string;
  127364. /**
  127365. * Creates the HardwareScalingOptimization object
  127366. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127367. * @param maximumScale defines the maximum scale to use (2 by default)
  127368. * @param step defines the step to use between two passes (0.5 by default)
  127369. */
  127370. constructor(
  127371. /**
  127372. * Defines the priority of this optimization (0 by default which means first in the list)
  127373. */
  127374. priority?: number,
  127375. /**
  127376. * Defines the maximum scale to use (2 by default)
  127377. */
  127378. maximumScale?: number,
  127379. /**
  127380. * Defines the step to use between two passes (0.5 by default)
  127381. */
  127382. step?: number);
  127383. /**
  127384. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127385. * @param scene defines the current scene where to apply this optimization
  127386. * @param optimizer defines the current optimizer
  127387. * @returns true if everything that can be done was applied
  127388. */
  127389. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127390. }
  127391. /**
  127392. * Defines an optimization used to remove shadows
  127393. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127394. */
  127395. export class ShadowsOptimization extends SceneOptimization {
  127396. /**
  127397. * Gets a string describing the action executed by the current optimization
  127398. * @return description string
  127399. */
  127400. getDescription(): string;
  127401. /**
  127402. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127403. * @param scene defines the current scene where to apply this optimization
  127404. * @param optimizer defines the current optimizer
  127405. * @returns true if everything that can be done was applied
  127406. */
  127407. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127408. }
  127409. /**
  127410. * Defines an optimization used to turn post-processes off
  127411. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127412. */
  127413. export class PostProcessesOptimization extends SceneOptimization {
  127414. /**
  127415. * Gets a string describing the action executed by the current optimization
  127416. * @return description string
  127417. */
  127418. getDescription(): string;
  127419. /**
  127420. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127421. * @param scene defines the current scene where to apply this optimization
  127422. * @param optimizer defines the current optimizer
  127423. * @returns true if everything that can be done was applied
  127424. */
  127425. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127426. }
  127427. /**
  127428. * Defines an optimization used to turn lens flares off
  127429. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127430. */
  127431. export class LensFlaresOptimization extends SceneOptimization {
  127432. /**
  127433. * Gets a string describing the action executed by the current optimization
  127434. * @return description string
  127435. */
  127436. getDescription(): string;
  127437. /**
  127438. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127439. * @param scene defines the current scene where to apply this optimization
  127440. * @param optimizer defines the current optimizer
  127441. * @returns true if everything that can be done was applied
  127442. */
  127443. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127444. }
  127445. /**
  127446. * Defines an optimization based on user defined callback.
  127447. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127448. */
  127449. export class CustomOptimization extends SceneOptimization {
  127450. /**
  127451. * Callback called to apply the custom optimization.
  127452. */
  127453. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127454. /**
  127455. * Callback called to get custom description
  127456. */
  127457. onGetDescription: () => string;
  127458. /**
  127459. * Gets a string describing the action executed by the current optimization
  127460. * @returns description string
  127461. */
  127462. getDescription(): string;
  127463. /**
  127464. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127465. * @param scene defines the current scene where to apply this optimization
  127466. * @param optimizer defines the current optimizer
  127467. * @returns true if everything that can be done was applied
  127468. */
  127469. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127470. }
  127471. /**
  127472. * Defines an optimization used to turn particles off
  127473. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127474. */
  127475. export class ParticlesOptimization extends SceneOptimization {
  127476. /**
  127477. * Gets a string describing the action executed by the current optimization
  127478. * @return description string
  127479. */
  127480. getDescription(): string;
  127481. /**
  127482. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127483. * @param scene defines the current scene where to apply this optimization
  127484. * @param optimizer defines the current optimizer
  127485. * @returns true if everything that can be done was applied
  127486. */
  127487. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127488. }
  127489. /**
  127490. * Defines an optimization used to turn render targets off
  127491. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127492. */
  127493. export class RenderTargetsOptimization extends SceneOptimization {
  127494. /**
  127495. * Gets a string describing the action executed by the current optimization
  127496. * @return description string
  127497. */
  127498. getDescription(): string;
  127499. /**
  127500. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127501. * @param scene defines the current scene where to apply this optimization
  127502. * @param optimizer defines the current optimizer
  127503. * @returns true if everything that can be done was applied
  127504. */
  127505. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127506. }
  127507. /**
  127508. * Defines an optimization used to merge meshes with compatible materials
  127509. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127510. */
  127511. export class MergeMeshesOptimization extends SceneOptimization {
  127512. private static _UpdateSelectionTree;
  127513. /**
  127514. * Gets or sets a boolean which defines if optimization octree has to be updated
  127515. */
  127516. /**
  127517. * Gets or sets a boolean which defines if optimization octree has to be updated
  127518. */
  127519. static UpdateSelectionTree: boolean;
  127520. /**
  127521. * Gets a string describing the action executed by the current optimization
  127522. * @return description string
  127523. */
  127524. getDescription(): string;
  127525. private _canBeMerged;
  127526. /**
  127527. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127528. * @param scene defines the current scene where to apply this optimization
  127529. * @param optimizer defines the current optimizer
  127530. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127531. * @returns true if everything that can be done was applied
  127532. */
  127533. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127534. }
  127535. /**
  127536. * Defines a list of options used by SceneOptimizer
  127537. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127538. */
  127539. export class SceneOptimizerOptions {
  127540. /**
  127541. * Defines the target frame rate to reach (60 by default)
  127542. */
  127543. targetFrameRate: number;
  127544. /**
  127545. * Defines the interval between two checkes (2000ms by default)
  127546. */
  127547. trackerDuration: number;
  127548. /**
  127549. * Gets the list of optimizations to apply
  127550. */
  127551. optimizations: SceneOptimization[];
  127552. /**
  127553. * Creates a new list of options used by SceneOptimizer
  127554. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127555. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127556. */
  127557. constructor(
  127558. /**
  127559. * Defines the target frame rate to reach (60 by default)
  127560. */
  127561. targetFrameRate?: number,
  127562. /**
  127563. * Defines the interval between two checkes (2000ms by default)
  127564. */
  127565. trackerDuration?: number);
  127566. /**
  127567. * Add a new optimization
  127568. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127569. * @returns the current SceneOptimizerOptions
  127570. */
  127571. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127572. /**
  127573. * Add a new custom optimization
  127574. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127575. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127576. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127577. * @returns the current SceneOptimizerOptions
  127578. */
  127579. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127580. /**
  127581. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127582. * @param targetFrameRate defines the target frame rate (60 by default)
  127583. * @returns a SceneOptimizerOptions object
  127584. */
  127585. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127586. /**
  127587. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127588. * @param targetFrameRate defines the target frame rate (60 by default)
  127589. * @returns a SceneOptimizerOptions object
  127590. */
  127591. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127592. /**
  127593. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127594. * @param targetFrameRate defines the target frame rate (60 by default)
  127595. * @returns a SceneOptimizerOptions object
  127596. */
  127597. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127598. }
  127599. /**
  127600. * Class used to run optimizations in order to reach a target frame rate
  127601. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127602. */
  127603. export class SceneOptimizer implements IDisposable {
  127604. private _isRunning;
  127605. private _options;
  127606. private _scene;
  127607. private _currentPriorityLevel;
  127608. private _targetFrameRate;
  127609. private _trackerDuration;
  127610. private _currentFrameRate;
  127611. private _sceneDisposeObserver;
  127612. private _improvementMode;
  127613. /**
  127614. * Defines an observable called when the optimizer reaches the target frame rate
  127615. */
  127616. onSuccessObservable: Observable<SceneOptimizer>;
  127617. /**
  127618. * Defines an observable called when the optimizer enables an optimization
  127619. */
  127620. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127621. /**
  127622. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127623. */
  127624. onFailureObservable: Observable<SceneOptimizer>;
  127625. /**
  127626. * Gets a boolean indicating if the optimizer is in improvement mode
  127627. */
  127628. readonly isInImprovementMode: boolean;
  127629. /**
  127630. * Gets the current priority level (0 at start)
  127631. */
  127632. readonly currentPriorityLevel: number;
  127633. /**
  127634. * Gets the current frame rate checked by the SceneOptimizer
  127635. */
  127636. readonly currentFrameRate: number;
  127637. /**
  127638. * Gets or sets the current target frame rate (60 by default)
  127639. */
  127640. /**
  127641. * Gets or sets the current target frame rate (60 by default)
  127642. */
  127643. targetFrameRate: number;
  127644. /**
  127645. * Gets or sets the current interval between two checks (every 2000ms by default)
  127646. */
  127647. /**
  127648. * Gets or sets the current interval between two checks (every 2000ms by default)
  127649. */
  127650. trackerDuration: number;
  127651. /**
  127652. * Gets the list of active optimizations
  127653. */
  127654. readonly optimizations: SceneOptimization[];
  127655. /**
  127656. * Creates a new SceneOptimizer
  127657. * @param scene defines the scene to work on
  127658. * @param options defines the options to use with the SceneOptimizer
  127659. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127660. * @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)
  127661. */
  127662. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127663. /**
  127664. * Stops the current optimizer
  127665. */
  127666. stop(): void;
  127667. /**
  127668. * Reset the optimizer to initial step (current priority level = 0)
  127669. */
  127670. reset(): void;
  127671. /**
  127672. * Start the optimizer. By default it will try to reach a specific framerate
  127673. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127674. */
  127675. start(): void;
  127676. private _checkCurrentState;
  127677. /**
  127678. * Release all resources
  127679. */
  127680. dispose(): void;
  127681. /**
  127682. * Helper function to create a SceneOptimizer with one single line of code
  127683. * @param scene defines the scene to work on
  127684. * @param options defines the options to use with the SceneOptimizer
  127685. * @param onSuccess defines a callback to call on success
  127686. * @param onFailure defines a callback to call on failure
  127687. * @returns the new SceneOptimizer object
  127688. */
  127689. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127690. }
  127691. }
  127692. declare module BABYLON {
  127693. /**
  127694. * Class used to serialize a scene into a string
  127695. */
  127696. export class SceneSerializer {
  127697. /**
  127698. * Clear cache used by a previous serialization
  127699. */
  127700. static ClearCache(): void;
  127701. /**
  127702. * Serialize a scene into a JSON compatible object
  127703. * @param scene defines the scene to serialize
  127704. * @returns a JSON compatible object
  127705. */
  127706. static Serialize(scene: Scene): any;
  127707. /**
  127708. * Serialize a mesh into a JSON compatible object
  127709. * @param toSerialize defines the mesh to serialize
  127710. * @param withParents defines if parents must be serialized as well
  127711. * @param withChildren defines if children must be serialized as well
  127712. * @returns a JSON compatible object
  127713. */
  127714. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127715. }
  127716. }
  127717. declare module BABYLON {
  127718. /**
  127719. * Class used to host texture specific utilities
  127720. */
  127721. export class TextureTools {
  127722. /**
  127723. * Uses the GPU to create a copy texture rescaled at a given size
  127724. * @param texture Texture to copy from
  127725. * @param width defines the desired width
  127726. * @param height defines the desired height
  127727. * @param useBilinearMode defines if bilinear mode has to be used
  127728. * @return the generated texture
  127729. */
  127730. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127731. }
  127732. }
  127733. declare module BABYLON {
  127734. /**
  127735. * This represents the different options available for the video capture.
  127736. */
  127737. export interface VideoRecorderOptions {
  127738. /** Defines the mime type of the video. */
  127739. mimeType: string;
  127740. /** Defines the FPS the video should be recorded at. */
  127741. fps: number;
  127742. /** Defines the chunk size for the recording data. */
  127743. recordChunckSize: number;
  127744. /** The audio tracks to attach to the recording. */
  127745. audioTracks?: MediaStreamTrack[];
  127746. }
  127747. /**
  127748. * This can help with recording videos from BabylonJS.
  127749. * This is based on the available WebRTC functionalities of the browser.
  127750. *
  127751. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127752. */
  127753. export class VideoRecorder {
  127754. private static readonly _defaultOptions;
  127755. /**
  127756. * Returns whether or not the VideoRecorder is available in your browser.
  127757. * @param engine Defines the Babylon Engine.
  127758. * @returns true if supported otherwise false.
  127759. */
  127760. static IsSupported(engine: Engine): boolean;
  127761. private readonly _options;
  127762. private _canvas;
  127763. private _mediaRecorder;
  127764. private _recordedChunks;
  127765. private _fileName;
  127766. private _resolve;
  127767. private _reject;
  127768. /**
  127769. * True when a recording is already in progress.
  127770. */
  127771. readonly isRecording: boolean;
  127772. /**
  127773. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127774. * @param engine Defines the BabylonJS Engine you wish to record.
  127775. * @param options Defines options that can be used to customize the capture.
  127776. */
  127777. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127778. /**
  127779. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127780. */
  127781. stopRecording(): void;
  127782. /**
  127783. * Starts recording the canvas for a max duration specified in parameters.
  127784. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127785. * If null no automatic download will start and you can rely on the promise to get the data back.
  127786. * @param maxDuration Defines the maximum recording time in seconds.
  127787. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127788. * @return A promise callback at the end of the recording with the video data in Blob.
  127789. */
  127790. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127791. /**
  127792. * Releases internal resources used during the recording.
  127793. */
  127794. dispose(): void;
  127795. private _handleDataAvailable;
  127796. private _handleError;
  127797. private _handleStop;
  127798. }
  127799. }
  127800. declare module BABYLON {
  127801. /**
  127802. * Class containing a set of static utilities functions for screenshots
  127803. */
  127804. export class ScreenshotTools {
  127805. /**
  127806. * Captures a screenshot of the current rendering
  127807. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127808. * @param engine defines the rendering engine
  127809. * @param camera defines the source camera
  127810. * @param size This parameter can be set to a single number or to an object with the
  127811. * following (optional) properties: precision, width, height. If a single number is passed,
  127812. * it will be used for both width and height. If an object is passed, the screenshot size
  127813. * will be derived from the parameters. The precision property is a multiplier allowing
  127814. * rendering at a higher or lower resolution
  127815. * @param successCallback defines the callback receives a single parameter which contains the
  127816. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127817. * src parameter of an <img> to display it
  127818. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127819. * Check your browser for supported MIME types
  127820. */
  127821. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127822. /**
  127823. * Captures a screenshot of the current rendering
  127824. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127825. * @param engine defines the rendering engine
  127826. * @param camera defines the source camera
  127827. * @param size This parameter can be set to a single number or to an object with the
  127828. * following (optional) properties: precision, width, height. If a single number is passed,
  127829. * it will be used for both width and height. If an object is passed, the screenshot size
  127830. * will be derived from the parameters. The precision property is a multiplier allowing
  127831. * rendering at a higher or lower resolution
  127832. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127833. * Check your browser for supported MIME types
  127834. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127835. * to the src parameter of an <img> to display it
  127836. */
  127837. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127838. /**
  127839. * Generates an image screenshot from the specified camera.
  127840. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127841. * @param engine The engine to use for rendering
  127842. * @param camera The camera to use for rendering
  127843. * @param size This parameter can be set to a single number or to an object with the
  127844. * following (optional) properties: precision, width, height. If a single number is passed,
  127845. * it will be used for both width and height. If an object is passed, the screenshot size
  127846. * will be derived from the parameters. The precision property is a multiplier allowing
  127847. * rendering at a higher or lower resolution
  127848. * @param successCallback The callback receives a single parameter which contains the
  127849. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127850. * src parameter of an <img> to display it
  127851. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127852. * Check your browser for supported MIME types
  127853. * @param samples Texture samples (default: 1)
  127854. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127855. * @param fileName A name for for the downloaded file.
  127856. */
  127857. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127858. /**
  127859. * Generates an image screenshot from the specified camera.
  127860. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127861. * @param engine The engine to use for rendering
  127862. * @param camera The camera to use for rendering
  127863. * @param size This parameter can be set to a single number or to an object with the
  127864. * following (optional) properties: precision, width, height. If a single number is passed,
  127865. * it will be used for both width and height. If an object is passed, the screenshot size
  127866. * will be derived from the parameters. The precision property is a multiplier allowing
  127867. * rendering at a higher or lower resolution
  127868. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127869. * Check your browser for supported MIME types
  127870. * @param samples Texture samples (default: 1)
  127871. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127872. * @param fileName A name for for the downloaded file.
  127873. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127874. * to the src parameter of an <img> to display it
  127875. */
  127876. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127877. /**
  127878. * Gets height and width for screenshot size
  127879. * @private
  127880. */
  127881. private static _getScreenshotSize;
  127882. }
  127883. }
  127884. declare module BABYLON {
  127885. /**
  127886. * A cursor which tracks a point on a path
  127887. */
  127888. export class PathCursor {
  127889. private path;
  127890. /**
  127891. * Stores path cursor callbacks for when an onchange event is triggered
  127892. */
  127893. private _onchange;
  127894. /**
  127895. * The value of the path cursor
  127896. */
  127897. value: number;
  127898. /**
  127899. * The animation array of the path cursor
  127900. */
  127901. animations: Animation[];
  127902. /**
  127903. * Initializes the path cursor
  127904. * @param path The path to track
  127905. */
  127906. constructor(path: Path2);
  127907. /**
  127908. * Gets the cursor point on the path
  127909. * @returns A point on the path cursor at the cursor location
  127910. */
  127911. getPoint(): Vector3;
  127912. /**
  127913. * Moves the cursor ahead by the step amount
  127914. * @param step The amount to move the cursor forward
  127915. * @returns This path cursor
  127916. */
  127917. moveAhead(step?: number): PathCursor;
  127918. /**
  127919. * Moves the cursor behind by the step amount
  127920. * @param step The amount to move the cursor back
  127921. * @returns This path cursor
  127922. */
  127923. moveBack(step?: number): PathCursor;
  127924. /**
  127925. * Moves the cursor by the step amount
  127926. * If the step amount is greater than one, an exception is thrown
  127927. * @param step The amount to move the cursor
  127928. * @returns This path cursor
  127929. */
  127930. move(step: number): PathCursor;
  127931. /**
  127932. * Ensures that the value is limited between zero and one
  127933. * @returns This path cursor
  127934. */
  127935. private ensureLimits;
  127936. /**
  127937. * Runs onchange callbacks on change (used by the animation engine)
  127938. * @returns This path cursor
  127939. */
  127940. private raiseOnChange;
  127941. /**
  127942. * Executes a function on change
  127943. * @param f A path cursor onchange callback
  127944. * @returns This path cursor
  127945. */
  127946. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127947. }
  127948. }
  127949. declare module BABYLON {
  127950. /** @hidden */
  127951. export var blurPixelShader: {
  127952. name: string;
  127953. shader: string;
  127954. };
  127955. }
  127956. declare module BABYLON {
  127957. /** @hidden */
  127958. export var pointCloudVertexDeclaration: {
  127959. name: string;
  127960. shader: string;
  127961. };
  127962. }
  127963. // Mixins
  127964. interface Window {
  127965. mozIndexedDB: IDBFactory;
  127966. webkitIndexedDB: IDBFactory;
  127967. msIndexedDB: IDBFactory;
  127968. webkitURL: typeof URL;
  127969. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127970. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127971. WebGLRenderingContext: WebGLRenderingContext;
  127972. MSGesture: MSGesture;
  127973. CANNON: any;
  127974. AudioContext: AudioContext;
  127975. webkitAudioContext: AudioContext;
  127976. PointerEvent: any;
  127977. Math: Math;
  127978. Uint8Array: Uint8ArrayConstructor;
  127979. Float32Array: Float32ArrayConstructor;
  127980. mozURL: typeof URL;
  127981. msURL: typeof URL;
  127982. VRFrameData: any; // WebVR, from specs 1.1
  127983. DracoDecoderModule: any;
  127984. setImmediate(handler: (...args: any[]) => void): number;
  127985. }
  127986. interface HTMLCanvasElement {
  127987. requestPointerLock(): void;
  127988. msRequestPointerLock?(): void;
  127989. mozRequestPointerLock?(): void;
  127990. webkitRequestPointerLock?(): void;
  127991. /** Track wether a record is in progress */
  127992. isRecording: boolean;
  127993. /** Capture Stream method defined by some browsers */
  127994. captureStream(fps?: number): MediaStream;
  127995. }
  127996. interface CanvasRenderingContext2D {
  127997. msImageSmoothingEnabled: boolean;
  127998. }
  127999. interface MouseEvent {
  128000. mozMovementX: number;
  128001. mozMovementY: number;
  128002. webkitMovementX: number;
  128003. webkitMovementY: number;
  128004. msMovementX: number;
  128005. msMovementY: number;
  128006. }
  128007. interface Navigator {
  128008. mozGetVRDevices: (any: any) => any;
  128009. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128010. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128011. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128012. webkitGetGamepads(): Gamepad[];
  128013. msGetGamepads(): Gamepad[];
  128014. webkitGamepads(): Gamepad[];
  128015. }
  128016. interface HTMLVideoElement {
  128017. mozSrcObject: any;
  128018. }
  128019. interface Math {
  128020. fround(x: number): number;
  128021. imul(a: number, b: number): number;
  128022. }
  128023. interface WebGLRenderingContext {
  128024. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  128025. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  128026. vertexAttribDivisor(index: number, divisor: number): void;
  128027. createVertexArray(): any;
  128028. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  128029. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  128030. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  128031. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  128032. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  128033. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  128034. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  128035. // Queries
  128036. createQuery(): WebGLQuery;
  128037. deleteQuery(query: WebGLQuery): void;
  128038. beginQuery(target: number, query: WebGLQuery): void;
  128039. endQuery(target: number): void;
  128040. getQueryParameter(query: WebGLQuery, pname: number): any;
  128041. getQuery(target: number, pname: number): any;
  128042. MAX_SAMPLES: number;
  128043. RGBA8: number;
  128044. READ_FRAMEBUFFER: number;
  128045. DRAW_FRAMEBUFFER: number;
  128046. UNIFORM_BUFFER: number;
  128047. HALF_FLOAT_OES: number;
  128048. RGBA16F: number;
  128049. RGBA32F: number;
  128050. R32F: number;
  128051. RG32F: number;
  128052. RGB32F: number;
  128053. R16F: number;
  128054. RG16F: number;
  128055. RGB16F: number;
  128056. RED: number;
  128057. RG: number;
  128058. R8: number;
  128059. RG8: number;
  128060. UNSIGNED_INT_24_8: number;
  128061. DEPTH24_STENCIL8: number;
  128062. /* Multiple Render Targets */
  128063. drawBuffers(buffers: number[]): void;
  128064. readBuffer(src: number): void;
  128065. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  128066. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  128067. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  128068. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  128069. // Occlusion Query
  128070. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  128071. ANY_SAMPLES_PASSED: number;
  128072. QUERY_RESULT_AVAILABLE: number;
  128073. QUERY_RESULT: number;
  128074. }
  128075. interface WebGLProgram {
  128076. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  128077. }
  128078. interface EXT_disjoint_timer_query {
  128079. QUERY_COUNTER_BITS_EXT: number;
  128080. TIME_ELAPSED_EXT: number;
  128081. TIMESTAMP_EXT: number;
  128082. GPU_DISJOINT_EXT: number;
  128083. QUERY_RESULT_EXT: number;
  128084. QUERY_RESULT_AVAILABLE_EXT: number;
  128085. queryCounterEXT(query: WebGLQuery, target: number): void;
  128086. createQueryEXT(): WebGLQuery;
  128087. beginQueryEXT(target: number, query: WebGLQuery): void;
  128088. endQueryEXT(target: number): void;
  128089. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  128090. deleteQueryEXT(query: WebGLQuery): void;
  128091. }
  128092. interface WebGLUniformLocation {
  128093. _currentState: any;
  128094. }
  128095. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  128096. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  128097. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  128098. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128099. interface WebGLRenderingContext {
  128100. readonly RASTERIZER_DISCARD: number;
  128101. readonly DEPTH_COMPONENT24: number;
  128102. readonly TEXTURE_3D: number;
  128103. readonly TEXTURE_2D_ARRAY: number;
  128104. readonly TEXTURE_COMPARE_FUNC: number;
  128105. readonly TEXTURE_COMPARE_MODE: number;
  128106. readonly COMPARE_REF_TO_TEXTURE: number;
  128107. readonly TEXTURE_WRAP_R: number;
  128108. readonly HALF_FLOAT: number;
  128109. readonly RGB8: number;
  128110. readonly RED_INTEGER: number;
  128111. readonly RG_INTEGER: number;
  128112. readonly RGB_INTEGER: number;
  128113. readonly RGBA_INTEGER: number;
  128114. readonly R8_SNORM: number;
  128115. readonly RG8_SNORM: number;
  128116. readonly RGB8_SNORM: number;
  128117. readonly RGBA8_SNORM: number;
  128118. readonly R8I: number;
  128119. readonly RG8I: number;
  128120. readonly RGB8I: number;
  128121. readonly RGBA8I: number;
  128122. readonly R8UI: number;
  128123. readonly RG8UI: number;
  128124. readonly RGB8UI: number;
  128125. readonly RGBA8UI: number;
  128126. readonly R16I: number;
  128127. readonly RG16I: number;
  128128. readonly RGB16I: number;
  128129. readonly RGBA16I: number;
  128130. readonly R16UI: number;
  128131. readonly RG16UI: number;
  128132. readonly RGB16UI: number;
  128133. readonly RGBA16UI: number;
  128134. readonly R32I: number;
  128135. readonly RG32I: number;
  128136. readonly RGB32I: number;
  128137. readonly RGBA32I: number;
  128138. readonly R32UI: number;
  128139. readonly RG32UI: number;
  128140. readonly RGB32UI: number;
  128141. readonly RGBA32UI: number;
  128142. readonly RGB10_A2UI: number;
  128143. readonly R11F_G11F_B10F: number;
  128144. readonly RGB9_E5: number;
  128145. readonly RGB10_A2: number;
  128146. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  128147. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  128148. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  128149. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  128150. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  128151. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  128152. 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;
  128153. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  128154. readonly TRANSFORM_FEEDBACK: number;
  128155. readonly INTERLEAVED_ATTRIBS: number;
  128156. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  128157. createTransformFeedback(): WebGLTransformFeedback;
  128158. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  128159. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  128160. beginTransformFeedback(primitiveMode: number): void;
  128161. endTransformFeedback(): void;
  128162. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  128163. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128164. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128165. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128166. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  128167. }
  128168. interface ImageBitmap {
  128169. readonly width: number;
  128170. readonly height: number;
  128171. close(): void;
  128172. }
  128173. interface WebGLQuery extends WebGLObject {
  128174. }
  128175. declare var WebGLQuery: {
  128176. prototype: WebGLQuery;
  128177. new(): WebGLQuery;
  128178. };
  128179. interface WebGLSampler extends WebGLObject {
  128180. }
  128181. declare var WebGLSampler: {
  128182. prototype: WebGLSampler;
  128183. new(): WebGLSampler;
  128184. };
  128185. interface WebGLSync extends WebGLObject {
  128186. }
  128187. declare var WebGLSync: {
  128188. prototype: WebGLSync;
  128189. new(): WebGLSync;
  128190. };
  128191. interface WebGLTransformFeedback extends WebGLObject {
  128192. }
  128193. declare var WebGLTransformFeedback: {
  128194. prototype: WebGLTransformFeedback;
  128195. new(): WebGLTransformFeedback;
  128196. };
  128197. interface WebGLVertexArrayObject extends WebGLObject {
  128198. }
  128199. declare var WebGLVertexArrayObject: {
  128200. prototype: WebGLVertexArrayObject;
  128201. new(): WebGLVertexArrayObject;
  128202. };
  128203. // Type definitions for WebVR API
  128204. // Project: https://w3c.github.io/webvr/
  128205. // Definitions by: six a <https://github.com/lostfictions>
  128206. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128207. interface VRDisplay extends EventTarget {
  128208. /**
  128209. * Dictionary of capabilities describing the VRDisplay.
  128210. */
  128211. readonly capabilities: VRDisplayCapabilities;
  128212. /**
  128213. * z-depth defining the far plane of the eye view frustum
  128214. * enables mapping of values in the render target depth
  128215. * attachment to scene coordinates. Initially set to 10000.0.
  128216. */
  128217. depthFar: number;
  128218. /**
  128219. * z-depth defining the near plane of the eye view frustum
  128220. * enables mapping of values in the render target depth
  128221. * attachment to scene coordinates. Initially set to 0.01.
  128222. */
  128223. depthNear: number;
  128224. /**
  128225. * An identifier for this distinct VRDisplay. Used as an
  128226. * association point in the Gamepad API.
  128227. */
  128228. readonly displayId: number;
  128229. /**
  128230. * A display name, a user-readable name identifying it.
  128231. */
  128232. readonly displayName: string;
  128233. readonly isConnected: boolean;
  128234. readonly isPresenting: boolean;
  128235. /**
  128236. * If this VRDisplay supports room-scale experiences, the optional
  128237. * stage attribute contains details on the room-scale parameters.
  128238. */
  128239. readonly stageParameters: VRStageParameters | null;
  128240. /**
  128241. * Passing the value returned by `requestAnimationFrame` to
  128242. * `cancelAnimationFrame` will unregister the callback.
  128243. * @param handle Define the hanle of the request to cancel
  128244. */
  128245. cancelAnimationFrame(handle: number): void;
  128246. /**
  128247. * Stops presenting to the VRDisplay.
  128248. * @returns a promise to know when it stopped
  128249. */
  128250. exitPresent(): Promise<void>;
  128251. /**
  128252. * Return the current VREyeParameters for the given eye.
  128253. * @param whichEye Define the eye we want the parameter for
  128254. * @returns the eye parameters
  128255. */
  128256. getEyeParameters(whichEye: string): VREyeParameters;
  128257. /**
  128258. * Populates the passed VRFrameData with the information required to render
  128259. * the current frame.
  128260. * @param frameData Define the data structure to populate
  128261. * @returns true if ok otherwise false
  128262. */
  128263. getFrameData(frameData: VRFrameData): boolean;
  128264. /**
  128265. * Get the layers currently being presented.
  128266. * @returns the list of VR layers
  128267. */
  128268. getLayers(): VRLayer[];
  128269. /**
  128270. * Return a VRPose containing the future predicted pose of the VRDisplay
  128271. * when the current frame will be presented. The value returned will not
  128272. * change until JavaScript has returned control to the browser.
  128273. *
  128274. * The VRPose will contain the position, orientation, velocity,
  128275. * and acceleration of each of these properties.
  128276. * @returns the pose object
  128277. */
  128278. getPose(): VRPose;
  128279. /**
  128280. * Return the current instantaneous pose of the VRDisplay, with no
  128281. * prediction applied.
  128282. * @returns the current instantaneous pose
  128283. */
  128284. getImmediatePose(): VRPose;
  128285. /**
  128286. * The callback passed to `requestAnimationFrame` will be called
  128287. * any time a new frame should be rendered. When the VRDisplay is
  128288. * presenting the callback will be called at the native refresh
  128289. * rate of the HMD. When not presenting this function acts
  128290. * identically to how window.requestAnimationFrame acts. Content should
  128291. * make no assumptions of frame rate or vsync behavior as the HMD runs
  128292. * asynchronously from other displays and at differing refresh rates.
  128293. * @param callback Define the eaction to run next frame
  128294. * @returns the request handle it
  128295. */
  128296. requestAnimationFrame(callback: FrameRequestCallback): number;
  128297. /**
  128298. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  128299. * Repeat calls while already presenting will update the VRLayers being displayed.
  128300. * @param layers Define the list of layer to present
  128301. * @returns a promise to know when the request has been fulfilled
  128302. */
  128303. requestPresent(layers: VRLayer[]): Promise<void>;
  128304. /**
  128305. * Reset the pose for this display, treating its current position and
  128306. * orientation as the "origin/zero" values. VRPose.position,
  128307. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  128308. * updated when calling resetPose(). This should be called in only
  128309. * sitting-space experiences.
  128310. */
  128311. resetPose(): void;
  128312. /**
  128313. * The VRLayer provided to the VRDisplay will be captured and presented
  128314. * in the HMD. Calling this function has the same effect on the source
  128315. * canvas as any other operation that uses its source image, and canvases
  128316. * created without preserveDrawingBuffer set to true will be cleared.
  128317. * @param pose Define the pose to submit
  128318. */
  128319. submitFrame(pose?: VRPose): void;
  128320. }
  128321. declare var VRDisplay: {
  128322. prototype: VRDisplay;
  128323. new(): VRDisplay;
  128324. };
  128325. interface VRLayer {
  128326. leftBounds?: number[] | Float32Array | null;
  128327. rightBounds?: number[] | Float32Array | null;
  128328. source?: HTMLCanvasElement | null;
  128329. }
  128330. interface VRDisplayCapabilities {
  128331. readonly canPresent: boolean;
  128332. readonly hasExternalDisplay: boolean;
  128333. readonly hasOrientation: boolean;
  128334. readonly hasPosition: boolean;
  128335. readonly maxLayers: number;
  128336. }
  128337. interface VREyeParameters {
  128338. /** @deprecated */
  128339. readonly fieldOfView: VRFieldOfView;
  128340. readonly offset: Float32Array;
  128341. readonly renderHeight: number;
  128342. readonly renderWidth: number;
  128343. }
  128344. interface VRFieldOfView {
  128345. readonly downDegrees: number;
  128346. readonly leftDegrees: number;
  128347. readonly rightDegrees: number;
  128348. readonly upDegrees: number;
  128349. }
  128350. interface VRFrameData {
  128351. readonly leftProjectionMatrix: Float32Array;
  128352. readonly leftViewMatrix: Float32Array;
  128353. readonly pose: VRPose;
  128354. readonly rightProjectionMatrix: Float32Array;
  128355. readonly rightViewMatrix: Float32Array;
  128356. readonly timestamp: number;
  128357. }
  128358. interface VRPose {
  128359. readonly angularAcceleration: Float32Array | null;
  128360. readonly angularVelocity: Float32Array | null;
  128361. readonly linearAcceleration: Float32Array | null;
  128362. readonly linearVelocity: Float32Array | null;
  128363. readonly orientation: Float32Array | null;
  128364. readonly position: Float32Array | null;
  128365. readonly timestamp: number;
  128366. }
  128367. interface VRStageParameters {
  128368. sittingToStandingTransform?: Float32Array;
  128369. sizeX?: number;
  128370. sizeY?: number;
  128371. }
  128372. interface Navigator {
  128373. getVRDisplays(): Promise<VRDisplay[]>;
  128374. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128375. }
  128376. interface Window {
  128377. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128378. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128379. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128380. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128381. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128382. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128383. }
  128384. interface Gamepad {
  128385. readonly displayId: number;
  128386. }
  128387. type XRSessionMode =
  128388. | "inline"
  128389. | "immersive-vr"
  128390. | "immersive-ar";
  128391. type XRReferenceSpaceType =
  128392. | "viewer"
  128393. | "local"
  128394. | "local-floor"
  128395. | "bounded-floor"
  128396. | "unbounded";
  128397. type XREnvironmentBlendMode =
  128398. | "opaque"
  128399. | "additive"
  128400. | "alpha-blend";
  128401. type XRVisibilityState =
  128402. | "visible"
  128403. | "visible-blurred"
  128404. | "hidden";
  128405. type XRHandedness =
  128406. | "none"
  128407. | "left"
  128408. | "right";
  128409. type XRTargetRayMode =
  128410. | "gaze"
  128411. | "tracked-pointer"
  128412. | "screen";
  128413. type XREye =
  128414. | "none"
  128415. | "left"
  128416. | "right";
  128417. interface XRSpace extends EventTarget {
  128418. }
  128419. interface XRRenderState {
  128420. depthNear?: number;
  128421. depthFar?: number;
  128422. inlineVerticalFieldOfView?: number;
  128423. baseLayer?: XRWebGLLayer;
  128424. }
  128425. interface XRInputSource {
  128426. handedness: XRHandedness;
  128427. targetRayMode: XRTargetRayMode;
  128428. targetRaySpace: XRSpace;
  128429. gripSpace: XRSpace | undefined;
  128430. gamepad: Gamepad | undefined;
  128431. profiles: Array<string>;
  128432. }
  128433. interface XRSession {
  128434. addEventListener: Function;
  128435. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128436. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128437. requestAnimationFrame: Function;
  128438. end(): Promise<void>;
  128439. renderState: XRRenderState;
  128440. inputSources: Array<XRInputSource>;
  128441. }
  128442. interface XRReferenceSpace extends XRSpace {
  128443. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128444. onreset: any;
  128445. }
  128446. interface XRFrame {
  128447. session: XRSession;
  128448. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128449. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128450. }
  128451. interface XRViewerPose extends XRPose {
  128452. views: Array<XRView>;
  128453. }
  128454. interface XRPose {
  128455. transform: XRRigidTransform;
  128456. emulatedPosition: boolean;
  128457. }
  128458. declare var XRWebGLLayer: {
  128459. prototype: XRWebGLLayer;
  128460. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128461. };
  128462. interface XRWebGLLayer {
  128463. framebuffer: WebGLFramebuffer;
  128464. framebufferWidth: number;
  128465. framebufferHeight: number;
  128466. getViewport: Function;
  128467. }
  128468. interface XRRigidTransform {
  128469. position: DOMPointReadOnly;
  128470. orientation: DOMPointReadOnly;
  128471. matrix: Float32Array;
  128472. inverse: XRRigidTransform;
  128473. }
  128474. interface XRView {
  128475. eye: XREye;
  128476. projectionMatrix: Float32Array;
  128477. transform: XRRigidTransform;
  128478. }
  128479. interface XRInputSourceChangeEvent {
  128480. session: XRSession;
  128481. removed: Array<XRInputSource>;
  128482. added: Array<XRInputSource>;
  128483. }